Ship Builds & Load Outs FAS; Am I doing it right?

Why an A6 PP if the A5 has more than enough power for your needs? Other than that it's ok, I's say. But I'd also say that there is no right or wrong, as long as you are happy with the results. Trying differents things, even things that don't work on paper, to me is one of the biggest draws of ED.
 
Why an A6 PP if the A5 has more than enough power for your needs? Other than that it's ok, I's say. But I'd also say that there is no right or wrong, as long as you are happy with the results. Trying differents things, even things that don't work on paper, to me is one of the biggest draws of ED.

less things I have to punch out if I have to turn off a few sub-systems. Even though 0% powerplant is basically a death sentence anyway.
 
I'd go for fixed beams as gimbals will cut out if the beam gets close to the hull (or they did in Beta) that and over 30% extra damage (14 to 19 MJ) for just a little more power, perhaps a B grade power plant or better damage resistance.
 
Since you have plenty of spare power, why not upgrade the sensor and KWS? Three chaff launchers seem a bit much for my taste, as you wouldn't need to fire so many at once. I'd replace one or two of them with shield boosters, especially since the FAS has fairly weak shields.
 
Zombie FAS

Personally I've been using the build below throughout 1.4 and now, in 1.5, its even more effective. It's built for assassination / alpha damage but I use everywhere, leaning on the beams more when sustain is required i.e RES/CZ farming. Beams while closing/pressuring target, ram and bam with frags. B modules are to add as much mass as possible, carried with A thrusters for boost speed & maximised ram potential, and I've noticed a considerable decrease in module malfunctions since swapping them inplace of A modules (the rebuy is also a tad cheaper!). Point Defence to mock torp spam. Drops preeeeeetty much everything in very quickly, reliably.

Of course, you need to get used to taking damage -- your hull is considerably stronger than any existing shield setup versus alpha damage, though obviously it doesn't regenerate sp you need to account for this with your flying style. You can fly safely on 10-20%, if you avoid 4 m.torps hitting you and even then, on 20% you can still crawl out alıve. Of course, with 2 PD you don't get hit by 4 torps.

The plan, as mentioned above, is to close in, using the FAS's superior cap and relative agility to keep the beam lasers firing and on target. Then you go for the ram to drop their shield, if needs, and finish off with an ugly frag cannon & beam frenzy. If the target has their shields up you'll sometimes notice you take a chunk of damage during the ram but be assured that you've weakned their shields. Once their shields are down, you have the advantage.

If they're in a viper or something nippy and/ agile then you'll likely miss the ram, so we hug them, beaming away until their shields drop and then frag frag frag. If they run, ram and bam again. Or for small ships, you can kick back and see they get RSI before your hull drops into the danger zone.



Full-Metal FAS http://coriolis.io/outfit/federal_assault_ship/26B6A5B5B6B4B4C1t1t0r7h000003032d2d2b292727.Iw18cQ==.Aw18cQ==


 
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Ha! That's more armor than I plan on having on my Corvette! That being said, 153 mega-joules worth of shields is basically like having no shields. It'd be awesome if you just ran with 2800 armor, making players think (assuming you're in open play) you're a shieldless trader or explorer or something, only to be obliterated by your ship, which is basically adamantium at that point. Also, why 3 chaff launchers? Throw in some ECM for the hell of it.
 
Not really, that ship is only good for PvE, in PvP fight you're probably die. Pretty quickly.
You're forgetting that you're still vulnerable to subsystem sniping. HRPs only increase you hull, but they don't protect subsystems. Meaning in PvP fight you'll simply die with more hull percentage left :)
 
get some shields

http://coriolis.io/outfit/federal_a...d2b292727.Iw18cQ==.AwhMIiEZKuaA?bn=Assault BH

and consider another booster if you don' switch constantly between both chaffs.

And the cannons not sure I xperimented with cannnons and think they aren't worth much. Their firepower feels to week even vs hull. So maybe try the lower large weapon fixed, the rets ones gimballed. make the lower large a beam laser, the 2 gimballed ons pulses and the top large one a burt laser.
 
I am finding this really nice right now. PvE or PvP. I switch out the lasers for fixed sometimes and the kws for a booster when winging or strictly pvp. You can generally keep pips at 2.2.2, keeping firing near constant, shields easily recharging, and maintaining chained boosts. Keep pips close to your hand, or use macros, so you can switch to 4.2.0 (shields, engines, weap) for boost ramming with the frags. Having shields for boost ramming in the fas is really nice, and having some scbs is great for doing so with wings. So far I haven't missed the extra 390 armor. 2020 is enough.
 
I'm currently using THIS for PvE (mostly HazRES).
Shields usually stay up except when fighting wings or very angry Anacodna with turreted beams. And even when they eventually go down there's no need to worry, hull will take a beating. Using bi-weave to have them back up ASAP.
Kills everything a bit quicker than a Vulture I've been using before (2x gimballed Pulse) :) Also I don't need to constantly rearm, using PA only against bigger ships and 3 pulses still provide more than enough firepower when PA is out of ammo.
 
As said above, weapons triple fixed pulses bottom and plasma acc on top is very effective on both hull and shield, against small and big targets.

about the build, i like when i have the whole defensive package at my disposal: http://www.edshipyard.com/#/L=70Q,5TEA5e5Rg5Rg01Q01Q3wK0_g,319Y9Y7_7_9Y6Q6k,7Sl16y7go7fE12G12G

use your skills to not get hit, if you can't then use double chaffs, if he's using fixed then all power to SYS and use shield cells till you can take a better position.
Prismatic shield, double chaffs, two shield cells, 1820 armor, you should be more than ok.

and remember, if you can't win this ship can boost continualy at 406 ms.

EDIT: ho and also, this is a very offensive ship, so if you have the choice between act defensively and offensively, always pick the second.
 
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With the use of missles and their buff on NPcs, anyone using missle point defence in place of one of the shield boosters?

It seems like every NPC ship and their granny has missles now....
 
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