With the upcoming increase in Thargoid activity after Beta goes live let's start with an FAS to deal with these unfriendlies. Note that there are other FAS builds I've seen that also take out the interceptors (it took awhile) so maybe this is a good starting ship to play the Thargoid game.
Here's my initial FAS build so far.
Thermal is not looking too good but then the FAS is regarded as a tank even before the engineers showed up. One could play in a Conflict Zone with the hull down to 55% and all the modules would still be at 100%. To paraphrase a famous movie quote, "We don't need no stinkin' shields!". Of course this may change with the Thargoids. With engineering it is also fast, maneuverable, pretty decent on fuel consumption and enough jump range to get into harms way even with a heavy tank build.
This build is at the point where do I go with Guardian or standard modules. Standard allows installing weapons to play with non-Thargoid targets. I have other ships for that in PvE and PvP but other players may not have those resources where the FAS is their current combat ship. Listening to players like ObsidianAnt I also get the impression that Guardian modules as in HRPs and the weapons versus AX versions only go so far and G5 engineering on the standards a player does better. Of course that is his opinion. There are many.
Fuel Scoop, ADS and DC are just to get around for the build. Might as well make a few credits with the ADS. Upon arrival playing with the Thargoids I can add more dedicated modules. I have all three of the Guardian fighters (I'll build another ship for them), the FSD booster, 1 module and 1 weapon unused blueprints not sure what to do with them. Easy to get more. But I've never fired at a Thargoid. So theory per a build never ever equals actual experience. Having a basic well designed ship for dealing with the Thargoids tells me that when I die it is not the ship. For now I like my midnight paintjob.
I had to fly to a well lit station with palm trees for YOUR benefit to see how a midnight black paintjob looks. Knowing this you can show off your versions.
Regards to All
Here's my initial FAS build so far.
Thermal is not looking too good but then the FAS is regarded as a tank even before the engineers showed up. One could play in a Conflict Zone with the hull down to 55% and all the modules would still be at 100%. To paraphrase a famous movie quote, "We don't need no stinkin' shields!". Of course this may change with the Thargoids. With engineering it is also fast, maneuverable, pretty decent on fuel consumption and enough jump range to get into harms way even with a heavy tank build.
This build is at the point where do I go with Guardian or standard modules. Standard allows installing weapons to play with non-Thargoid targets. I have other ships for that in PvE and PvP but other players may not have those resources where the FAS is their current combat ship. Listening to players like ObsidianAnt I also get the impression that Guardian modules as in HRPs and the weapons versus AX versions only go so far and G5 engineering on the standards a player does better. Of course that is his opinion. There are many.
Fuel Scoop, ADS and DC are just to get around for the build. Might as well make a few credits with the ADS. Upon arrival playing with the Thargoids I can add more dedicated modules. I have all three of the Guardian fighters (I'll build another ship for them), the FSD booster, 1 module and 1 weapon unused blueprints not sure what to do with them. Easy to get more. But I've never fired at a Thargoid. So theory per a build never ever equals actual experience. Having a basic well designed ship for dealing with the Thargoids tells me that when I die it is not the ship. For now I like my midnight paintjob.
I had to fly to a well lit station with palm trees for YOUR benefit to see how a midnight black paintjob looks. Knowing this you can show off your versions.
Regards to All
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