Ships FGS Owners Club

Haven't seen one of these yet and I'm really enjoying my first FGS. It's a surprisingly deadly ship and can be configured in a wide variety of ways, remaining ever relevant and diverse. I've heard it's the ultimate base assault ship, but I've seen it wielded effectively in PVP as well. I've only just begun testing mine out and so far so good. Here's mine:
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https://coriolis.edcd.io/outfit/fed...dm72b2b0d6e.Iw18RQ==.IwBj4zNdiA==.&bn=Trialz2
When I travel with it (17 LYs at a time) I swap one of the HRPs for a scoop and the interdictor for a disco scanner. Really great fun and surprisingly easy with fixed weapons.
 
Just need to find somewhere that will give me a rank up mission and I'll be buying one. Always seemed like it would be a fun ship.
 
Another member here! I've been working on engineering mine. I've so far got grade V dirty drives so it's not such a cow, efficient beams on the large and small, efficient plasmas on the mediums (they're lethal!) and my armor up to 2000. Just trying to decide whether to stick with pathetic bi-weaves or engineer tough shields too.

Anyway, it's a bit rubbish before engineering but now it's starting to be a bit of a beast! Good fun with the fighter too.
 
Another member here! I've been working on engineering mine. I've so far got grade V dirty drives so it's not such a cow, efficient beams on the large and small, efficient plasmas on the mediums (they're lethal!) and my armor up to 2000. Just trying to decide whether to stick with pathetic bi-weaves or engineer tough shields too.

Anyway, it's a bit rubbish before engineering but now it's starting to be a bit of a beast! Good fun with the fighter too.

I've gone with biweaves but got lucky on a level 5 efficient shield roll that makes them regen even faster. The boosters are both resistant 5s. With four pips to shields I can boost head on into an asteroid and still have a bar left. One thing I've found is that the module protection is important to keep the weapons online if shields go down and missiles hit. Having an afmu is also a must to keep both the module protection healthy as well as the canopy. I won't lie, that canopy is vulnerable.
 
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Slowly working on the rep for one of these.

Are you flying the ship and letting a NPC fly the SLF or the other way round?
 
Sadly it lacks one or two internal slots to
make it a suitable choice for piracy.
The jump range is starved, too which is another
letdown for that job.

But the combination of firepower and the SLF,
well it is an obvious choice for CZS;)
 
There goes my dream of having plenty of Rails and a NPC that never misses on my side then!

Cheers :)
Yeah, I wouldn't risk something like that, personally. Maybe a pair of small rails and the rest fixed multicannons. There's a lot of ways to make an FGS work, I think.
 
Mod hat off now :D

Must say, i love my FGS. Much firepower, big wow. Tanky tanky tanky.

Yeah, I'm really enjoying mine. Also, thanks for moving the thread. I wasn't sure how to go about it.

Yes it is enjoyable, but the firepower just is a bonus.
The real enjoyment comes from Core Dynamics actually knowing
the word "Yaw-rate":D
Helicopter style gunship, sadly it still has subpar vertical thrust
and drops like a brick in planetary combat situations.

If i could wish for the FGS to improve in two sectors,
i'd give it an additional size 3 internal (non-military)
to allow for piracy and better vertical and lateral thrust.
 
So, after a bit of testing and a couple of pvp experiences I can say I'm really happy with the Gunship as a whole and my fit + mods in particular. It can boost near constantly and with a throwaway "expert" pilot, the SLF becomes a serious bonus. My pa's aren't even modded yet and they do excellent damage while the frags are scary at close range. I modded up one of the HRPs for explosive resistance and now, even when under missile assault with shields down I can take a pounding while systems remain operative. Think I've found a new favourite.
 
I've been using a FGS for a very long time (pre-horizons). It has come a long way.

With the recent military slots and changes to weapons, I have the following:

1x Large Gimballed Beam - Efficient 5 Thermal Shock,
2x Medium Gimballed Beam - Efficient 5 Thermal Shock,
2x Medium Gimballed Beam - Efficient 5 Thermal Vent
1x Small Gimballed Multicannon - Rapid fire 5, Corrosive
1x Small Turretted Cannon - High Cap mag 2, Dispersal Field.
Military Composite, Heavy Duty 5,
Power Plant Armoured 4
Dirty Drive Thrusters 5
FSD Range 5
Power Distributor Weapons 3
6C Bi-Weave - Reinforced 5
2x Shield Booster A - Heavy Duty 5, 1 A Resistance 5, 1 E Resistance 5
1x 5D Hull Reinforcement, Heavy Duty 5
2x 4D Hull Reinforcement *unmodified* - Will be Heavy Duty 5
2x 2D Hull Reinforcement, Heavy Duty 5
1x 4D Module Protection
6D Fighter Hangar - 2 Plasma Imp Fighters (GU-97 Rogue F)

Top Speed 210m/s
Boost Speed 347m/s
Jump 15.38 (will reduce)
Shield Health 662
Shield Resistance Ki/Th/Ex 64.7%/28.2%/70.1%
Armour Health 3,458 (will increase ~4,000!!)
Armour Rating 60
Armour Ki/Th/Ex 31.1%/35.9%/18.4%

Planned Changes:
all HRP's to Heavy duty 5
Small Cannon to high cap mag 5
Multicannon to high cap mag 5
1 Long Range 5 Large Beam w/ Regen
2 Long Range 5 Medium Beam w/ Thermal Shock
2 Focused 5 Medicum Beam w/ Thermal Vent

FYI, turretted small cannon provides chaff on target, multicannon used only to apply corrosive effect (and sometimes for added DPS on small ships that get close).

I swap out the 5A HRP for 5A fuel scoop when travelling large distances and then module transfer it to my location (usually less than 30 mins or so).

My Pilot is currently Dangerous and I send him regularly to his death in the SLF; he's awesome.

I have been using this with great success in CZ and PvP (though I don't PvP that much tbh but one FDL had reverb torps to take out my shields... just silent ran on and off and with the cannon chaffing had him running with myself at 85% hull).

Edit: Oh, last night I got charge enhanced power distributor 5. Sadly it was a pretty crappy roll... going to engineer a good one and see if I like it (I think I will prefer the faster recharge on all systems to a higher cap and lower recharge on weapons (going to aim for the 35% recharge cap on weapons and take what ever else I get).

Also toying with the idea of giving the 2D HRP's a bit of Explosive 3 instead of Hvy Duty... missiles are a pain for modules when shields go down (which isn't actually that often if you are careful with your engagements in CZ and have your SLF choose his targets wisely (e.g. If there are lots of small ships, I'll engage two and send my SLF to fight one (you must engage it first though or the small ship is likely to take out your SLF before you finish the other)).
 
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I recently bough, outfitted, and engineered the hades out of one of these, and I'm really enjoying it.
As a combat ship it is quite capable, especially with the addition of a fighter bay.

A pair of these with a larger ship would be quite formidable. The post-engineer jump range is reasonable, and the maneuverability is exceptional for a non-imperial ship.
 
I just picked up one of these, despite it being a Federation ship, since it's the only combat-oriented ship (besides Annie, Cutter and Corvette) that has fighter bays (and I love flying those fighters).

I'm primarily using it for CZ and REZ hunting.

I haven't engineered anything as I do have an FdL that has been my trustworthy friend for a long time so playing around with the FGS now to figure out which of the two ships I want to invest my engineering mats on.

I put three MultiCannons on Gimbal for forward fire, and rest on Turrets to keep firing on targets if they slip out of my sights. I have to say though that I underestimated that 7A Power Distributor. At first I had no beam lasers cause I didn't want turrets to keep draining my WEP power. But turned out I didn't need to worry about that cause it was holding steady even at just 2 pips into WEP. I'm considering whether I should swap the two turreted Bursts for turreted beams as well. The only uncertainty is heat generation from doing so.

The reason I have so many turrets though is because, quite frankly... I'm more interested in flying around in the fighter at least half the time if not more while bounty hunting... and I don't trust an NPC crew (even though her rank is currently Expert) to handle the ship properly without turrets. That's also why I stacked alot of HRPs and Military Grade on it.

Total hull armor on this thing in the below config is 2215. Granted, based on what I read in this thread about weapons being exposed I might change one HRP for a MRP which would drop it to 1880'ish.

Overall, despite being slow, it feels nice to fly. I feel like I'm in a tanky, beefy ship where I'm not really worried if something is shooting at me cause I know I can shoot back pretty darn effectively and I have thick enough armor to shrug off any hits even if the biweave should drop. Before getting the FGS I was using an uparmored Keelback and even with the slow Keelback I had a lot of fun cruising around in a beefy tank.

Since I only just got the FGS yesterday I need to fly it some more to get a better feel for it. So far it's been fun at least :)

Just wish I could launch both my fighters at same time instead of just one at a time. At least we have the ability to carry two fighters with different weapon systems though (loving the Pulse lasers and plasma guns!)

[Federal Gunship, Federal Gunship] [+3]
L: 3C/G Multi-cannon [+1]
M: 2F/G Multi-cannon [+1]
M: 2F/G Multi-cannon [+1]
M: 2E/T Beam Laser [+1]
M: 2F/T Burst Laser [+1]
S: 1G/T Burst Laser [+1]
S: 1F/T Beam Laser [+1]

U: 0A Shield Booster [+1]
U: 0A Shield Booster [+1]
U: 0A Shield Booster [+1]
U: 0B Kill Warrant Scanner [+1]

BH: 1A Military Grade Composite
PP: 6A Power Plant
TH: 6A Thrusters [+1]
FD: 5A Frame Shift Drive [+2]
LS: 5D Life Support [+2]
PD: 7A Power Distributor [+1]
SS: 5A Sensors [+1]
FT: 4C Fuel Tank (Capacity: 16)

MC: 4D Hull Reinforcement Package
MC: 4D Hull Reinforcement Package
MC: 4D Hull Reinforcement Package

6: 6C Bi-Weave Shield Generator [+1]
6: 6D Fighter Hangar [+1]
5: 5E Cargo Rack (Capacity: 32)
2: 2E Cargo Rack (Capacity: 4)
2: 2A Fuel Scoop [+4]
 
The reason I have so many turrets though is because, quite frankly... I'm more interested in flying around in the fighter at least half the time if not more while bounty hunting... and I don't trust an NPC crew (even though her rank is currently Expert) to handle the ship properly without turrets. That's also why I stacked alot of HRPs and Military Grade on it.

Well considering my build above, if you bother spending mats on it, your armour will almost double.

Considering you are going turretted mostly while you fly your nippy fighter, I'd seriously recommend, Going Efficient Beams in your medium's & large. With Turretted, your power and distributor draw will be even lower than mine (though damage is obviously less but who cares if your dealing it out in your fighter). The two smalls I really REALLY recommend you use as utility debuff weapons. If you had them both as Cannon's with Dispersal Field, those turrets will be confusing the gimballs of any ship that is engaging it (and if your pilot is shooting at your target, with that effect there is not a chance in hell it will hit your little fighter).

Upgrade on small turretted cannon first and give it a go.
5 Efficient Beams + 7A Charge Enchanced 5 Power Distributor = Endless lazzzerz! (Okay not quite but its gonna get rof)...
Argh, typing and thinking (Can't be bothered to edit above)... Considering Turretted = longer time on target, have 4 medium turretted efficient 5 beams... When you are piloting you will notice that if they are all firing and you have 4 pips to weapons, the power draw will be AMAZING (or lack there-of).. and with efficient as you probably already know, you don't have to worry about heat.

With a large corrosive gimballed multicannon, once shields are down, with the beams firing too, you will rip that hull up!


Blagh, done... time to go home and play Elite Dangerous!

Ah! Lastly... for all you "Im not so sure about Gunship" players...

Multicrew = You fly your gunship and TWO of your friends (or random drop ins, or one friend and your crew) fly BOTH YOUR SLF's! Wahoo! Can't wait!
 
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