Does anyone rate the Fed Gun Ship?

Think different. Think Orca.

156T cargo with a 5A shield.

Unbelievably fast. Can only be caught by a Cobra - which can't kill it - and a Clipper, which can't mass-lock it.

Someone in your way? Go straight through them.
 
The gunship is a nice idea, but lacks internals and speed to be even close to useful.
Can't pirate well because of speed and internals,
you are an easy target for weapons due to size and lack internals to increase the defense in a useful way,
weak shields, so your best bet is to harden the hull... but well internals.

Weapon placement is quite nice and you have a lot of choices, 2 small 4 med 1 large.
Like the style and cockpit, but the performance is simply bad.
 
I use it as my main combat craft both solo and in 2-3 man wings for assassinations (the SC bug makes it good at this) and combat zones. It is not cheap that is fur sure, but that account is at the point where credits are no obstacle to anything. It took some time to sort out fire groups etc, and a bit of getting used to after FAS and of agile combat craft (I include the Python in that even post nerf).

I think you get a better bang for buck out of FAS for both combat zones and assassinations, but as a fan of the Dropship I quite enjoyed the Gunship. I also second the above posters comment about assaulting ground bases. You can put a couple of missile racks on it and really make a mess.

Simon
 

Deleted member 38366

D

Well that was kinda expected (it being the only Ship existing that had such an extreme difference in agility Normal Space vs. SuperCruise).
Who knows, if its normal space agility gets a slight boost, I might start to actually like & use it.

Never complained about the agility of the Federal Driftship(tm), so those changes might end up being a nice buff for the FGS.
 
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