Federal Gunship Quandry

I've got a bit of a dilemma with the Gunship. The class seven distributor is nice, the hardpoints are all in the 'goldilocks' zone, and it has nearly twice the shields I had on an FAS. I'm even getting used to the roll-lateral juke to stay on target. I'm looking for is a good build - Or rather a build for hazrez or CZ fighting.

I've tried seven multis, and watching all seven fire at once is more fun than should be legally allowed. Problem is, engineering. Mine are a mix of G4 and G5. No matter what, the ammo clip sizes are going to be an RNG mess. At any given time only half are firing at once while the rest reload. It's also harder hitting something that's both running and turning while you're constantly boosting FA OFF. This sort of reduces that whole seven gun DPS thing in half during a practical fight with a Wing of enemies, and time on target is relatively short.

I've tried beams and multis to good effect, two small beam turrets modded long range plus a large efficient beam. It lacks burst to kill something quickly, but the hit box weapons keep the pressure on.

I added two seekers to the mix, but the low ammo is atrocious (Going to visit Liz and see what she can do, but 30 shots is still bad). Small and nimble things die quickly when the shields go down.

I'm going to try the beams, two efficient plasma, and two multis. Initial tests show that this requires a ton of pip jockeying. It's a juggle trying to boost, keep three or four pips to weapons, and keep shields up while trying to FA OFF turnaround.

What are you guys doing with your FGS? I'm tempted to sell this thing for a python (it shares most of the same modules) until I can unlock some of the fun power play weapons (packhounds and a pacifier). That's two months down the line though.
 
A fellow SDC member has a nice Video on your ship of choice.

(Warning, some language in the follow video)

[video=youtube;fJ1oBDQHhfM]https://www.youtube.com/watch?v=fJ1oBDQHhfM&t=2s[/video]
 
The Gunship was at it's greatest when you could run 7 Railguns. Now that is impossible obviously with the heat changes. Good memories.
 
I have a large PA Rapid Fire with Plasma slug, four Pack Hounds Enhanced Ammo capacity with Drag Munitions, two small Beams one with Regeneration one with Concordant. Makes a great wing support HAZ RES, Bounty hunter.
 
I worked for and bought the Gunship purely because of Rinzler's video. As such, I grudgingly acknowledge the existence of gunships that don't run multicannons, but the side eye is stronk.

As for my build- I run all fixed multicannons. Ideally, you want one of those to be corrosive. Overcharged is the go to. Rapid Fire for closer fighting and module sniping. Long Range is great for.... long range and the increase in shot speed makes them much easier to use. To fix your ammo clip problem, you can get auto loader. I also run a Ship Launched Fighter, but I should note that in a gunship that is a sacrifice. The gunship doesn't have tons of internals, so using the SLF is a choice between defense and offense. An SLF slot is one less SCB, HRP or reinforcement module, after all.

Low time on target means you aren't strafe running. You don't want to joust, and you don't want to get into a turning battle (ever ever ever). Boost to the side of your target, FA: OFF and fire as you go by. Keep boosting and strafing as necessary. Once you get that down, you'll discover a few tricks to make it even easier.

Some weapons firing while others are not means that you are using gimbals and you're not on target, so only the closer weapons to the reticle are activating (you have about 30 degrees of active zone with gimbals). My advice, is that even if you are using gimbals, pretend they are fixed for practice. Your weapons will fire more consistently and when you graduated to fixed, you get a +20% bonus damage for your trouble.
 
I run mine with grade 5 frag cannons double shot with seeker missiles on the upper small points with drag munitions and larger capacity for the rare times I need to slow something down like a Clipper or Cutter. Grade 5 dirty drives with a 142% roll, not much escapes. SLF with beams and Dangerous rank NPC to help with the shields. Usually takes Condas out In 4 volleys. Great alpha strike PVE ship!
 
I'm currently rank-grinding for a gunship, and I'm curious - anybody used 4 packhounds in the medium slots? Cos that's my dream, and my nightmare. Viable?
 
I worked for and bought the Gunship purely because of Rinzler's video. As such, I grudgingly acknowledge the existence of gunships that don't run multicannons, but the side eye is stronk.

As for my build- I run all fixed multicannons. Ideally, you want one of those to be corrosive. Overcharged is the go to. Rapid Fire for closer fighting and module sniping. Long Range is great for.... long range and the increase in shot speed makes them much easier to use. To fix your ammo clip problem, you can get auto loader. I also run a Ship Launched Fighter, but I should note that in a gunship that is a sacrifice. The gunship doesn't have tons of internals, so using the SLF is a choice between defense and offense. An SLF slot is one less SCB, HRP or reinforcement module, after all.

Low time on target means you aren't strafe running. You don't want to joust, and you don't want to get into a turning battle (ever ever ever). Boost to the side of your target, FA: OFF and fire as you go by. Keep boosting and strafing as necessary. Once you get that down, you'll discover a few tricks to make it even easier.

Some weapons firing while others are not means that you are using gimbals and you're not on target, so only the closer weapons to the reticle are activating (you have about 30 degrees of active zone with gimbals). My advice, is that even if you are using gimbals, pretend they are fixed for practice. Your weapons will fire more consistently and when you graduated to fixed, you get a +20% bonus damage for your trouble.

I've been using FA off to avoid getting hit and turn around, how in the world do you strafe with it and stay remotely on target? Anyone have a video of it or a howto?
 
Been having fun with a SLF, a large beam and everything else is dumfires... I laugh every time I get interdicted! Gotta be careful in res zones that load out.

My biggest issue is the sound, the longer you play the more obnoxious it gets, anybody with that issue?
 
4x fixed MC rapid fire 2x incendiary 2x corrosive, 2x seeker rack and a gimballed gun on the bottom with high yield shells.
SLF and fast recharge bi-veave on hull tank with armored PP,thrusters and FSD.
For the little time it has ammo it rips up anything that comes near it.
 
I really enjoyed my Gunship. I set it up with two small beams and the rest multi-cannons.

The biggest issue is getting the target's shields down. Having a fighter will help. I didn't have Broo unlocked when I flew my Gunship, but if I had I would have probably gone with Overcharged beams just to help get those shields down faster.
 
4x fixed MC rapid fire 2x incendiary 2x corrosive, 2x seeker rack and a gimballed gun on the bottom with high yield shells.
SLF and fast recharge bi-veave on hull tank with armored PP,thrusters and FSD.
For the little time it has ammo it rips up anything that comes near it.

Thank you! I'm going to have to try this now. I have an overcharged large cannon with high yield.

Been having fun with a SLF, a large beam and everything else is dumfires... I laugh every time I get interdicted! Gotta be careful in res zones that load out.

My biggest issue is the sound, the longer you play the more obnoxious it gets, anybody with that issue?

I had to turn down the game sound effects just to hear anyone on Discord. The whooping of the engines is ridiculously overdone, but it does give you a sense of flying something truly large and menacing.
 
I had to turn down the game sound effects just to hear anyone on Discord. The whooping of the engines is ridiculously overdone, but it does give you a sense of flying something truly large and menacing.

The problem isn't with the sound the ship/engine makes, but that the sound "degrades" over a play session. Some sounds come late, some disappear, and others, like the sound for acceleration and deceleration gets louder and take forever to fade out. I have this issue with the Vulture and the FAS as well. It so bad I can't stand to fly any of them for more than 20 minutes. I probably should record it and put it in a bug report.
 
Five multicannons, G5 modded. Gimballed

One large, overcharged corrosive. Small corrosive didn’t work, out of ammo.
Two medium, overcharged
Two small, overcharged.
All rolled for high damage and lowest possible jitter.

Two dumbfire missile racks in the middle two hardpoints. G5 increased capacity. Rolled until higher damage or armor pen. Penetrator rounds.

Combat is about stacking effects. Corrosive plus penetrator rockets means death.

Dumbfire are hard to hit with, but with 100 missiles per rack, it’s okay to miss. You can spam them every second. With a little practice you can hit anything medium or large with a missile bombardment, especially when the NPC fires chaff.

It works. Thanks for the suggestions, multis are amazing. And I can get them all to fire.
 
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As much as I like the maximum dakka, i have diversified a little bit mostly because the gimbals to can be a pain to keep firing if the ship isnt lined up perfectly (rotational angle) - so in an effort to be efficient and still pack a punch I have gone with the following (thinking of trying to make 7 fixed multis to battle this):

Efficient C1 gimballed burst lasers with scramble spectrum, 2 x C2 gimballed beams (efficient) with thermal vent on the underbelly guns - not many options on this one from what I can tell, got it primarily to manage heat for thermal dakka (MC) build, two fixed cannon high yield overcharged cannons on the front side mounts (class 2) and an overcharged C3 multicannon with corrosive ammo.

I dont bother with making this thing light in the end, as it will never be that - so bi-weave and many many many hull reinforcements, armored PP, FSD and g3 dd thrusters, because thats all I have at the moment and a pair of double MRP installed. Heavy duty boosters x2, augmented x2 thermal generator on the shield. Twin SLF bay (you can go for an extra HRP here if you wish, but I like the 'free' 40 something dps).

Shields up, no problem - shoot and ram. Shields down? No problem shoot and ram. If they ram you, its going to hurt them a lot too as it has the mass of a small moon. Accidentally crushing your own fighter may happen when attempting to drift! Tired of being a tank, just switch to the slf.

Survives haz res easily, can knock out a conda with a ram or two and 4 well placed cannon shots on the PP. If your shots miss on hull you take out a bunch of weapons/modules instead. Its probably my favourite ship I've tried so far - you can be a floating minigun or a mix of whatever you think may work. When I first got it, I wasn't sure what to do - but as long as you tank the holy mother out of it you can fit any weapons, including gundam missiles. It might not be the best PVP ship (*cough* FDL *cough* - but you chose a gunship so you accepted hardmode), but its a lot of fun and rips things up in PVE. I wouldnt recommend cellbanks, they take up precious mass reinforcement space! Engineering makes this thing viable interms of surviving and moving, without it its a deathtrap.

Also yaw turning is your friend, combine that with a bit of thrust and you can get a nice diagonal strafe going at times - makes me wish i had DD5.
 
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