iCourier vs. FAS

Yawn-o-rama. What you mean is you either haven't given it a go properly, or you're incapable of flying a ship that doesn't do the work for you. Vulture/FAS get referred to as "no skill noob ships" in certain corners of the forums because their handling means they don't take any work to get good at battering NPCs in a RES with.

Take a week to use the Courier with some FA OFF manoeuvres. A lot of people that do give it a go say it outflies even the vulture. What it lacks is weapon punch, but can't have everything.

Usable missiles...there's a thought. I've typically used the courier as a power plant wrecker using either two pulses/canon or one fixed beam and two canons, but missiles might mean it can finally be efficient against NPC wings. Strip shields of smaller ships, vapourise the hull, move on.

Attacked by NPC wings is hard, you need to use hit and run tactics.

[video=youtube_share;SS8bY7r7vUM]https://youtu.be/SS8bY7r7vUM[/video]
 
Attacked by NPC wings is hard, you need to use hit and run tactics.

https://youtu.be/SS8bY7r7vUM

Yeah, alongside the lack of overwhelming firepower the iCourier has, the issue it really has in combat is against wings. As it stands it doesn't have the raw output needed to floor most smaller ships in seconds; that's what the FAS has with the right loadout.

I try and avoid hit and run tactics where I can because if the iCourier ends up in a jousting match with a bigger ship, it's going to lose. Sometimes though you just have to use the speed available to it, as you've pointed out, and make yourself less of a target for the big boy while you take out its wingmen.

Once wingmen are down the iCourier is back on top...crawl on top of the big ship, stay there, hit power plant, profit ;)

Edit: Is that your HUD? That interface matrix is gorgeous. There's many a light blue colour scheme out there, but that one tops them all.
 
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Yeah, alongside the lack of overwhelming firepower the iCourier has, the issue it really has in combat is against wings. As it stands it doesn't have the raw output needed to floor most smaller ships in seconds; that's what the FAS has with the right loadout.

I try and avoid hit and run tactics where I can because if the iCourier ends up in a jousting match with a bigger ship, it's going to lose. Sometimes though you just have to use the speed available to it, as you've pointed out, and make yourself less of a target for the big boy while you take out its wingmen.

Once wingmen are down the iCourier is back on top...crawl on top of the big ship, stay there, hit power plant, profit ;)

Edit: Is that your HUD? That interface matrix is gorgeous. There's many a light blue colour scheme out there, but that one tops them all.

Yeah, that's mine, thanks :)
 
They'll be as good as I can make them. :)

OMG I can't wait to get some challenging Minions that dosen't cheat :p

One thing I've noticed is that sometimes the NPCS are really great and other times they are just, well hopeless? The NPC in my video here are kind of in the mid range, not that difficult, but not totally blind. I like when they follow you. What I don't understand is that if you get to far away from the main group they just disappear? Is it connected to the distance to your ship?

As it is now, it only become difficult if; A they are in a larger number than you, B cheating (PA spam, rail gun spam, infinite ammo), C always know where you are. Actually it would be great to have the RADAR working like in CQC. If you are behind a large obstacle, your signal is blocked. Today no matter how cold you're, or if you hide behind something they Eyeball you ASAP!
 
OMG I can't wait to get some challenging Minions that dosen't cheat :p

As long as the FGS isn't even more lethal than it already is! That's the one ship I fear when in anything smaller than a python, as I've had more than a couple careless moments where it blasted me to hell and back with a bunch of fragment cannons...

I've gotten overly confident plenty of times and just face-tanked npcs when it increased my TTK. Bad mistake when it's a FGS and you haven't checked it's weapon loudout [sad]
 
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As long as the FGS isn't even more lethal than it already is! That's the one ship I fear when in anything smaller than a python, as I've had more than a couple careless moments where it blasted me to hell and back with a bunch of fragment cannons...

I've gotten overly confident plenty of times and just face-tanked npcs when it increased my TTK. Bad mistake when it's a FGS and you haven't checked it's weapon loudout [sad]

The "Oh DamnwhatamIgoingtodonow" moments of ED ;) Usually, for me anyway, pre-empted by entering a CZ and joining the, uh, losing faction. And followed by me running from 10 ships all firing at me.
 
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I love fighting the FGS. Even in my little DBS. They're so slow and lumbering. It's very easy to stay out of the line of fire. The FDS is a bigger pain for me than the FGS.

When I started it was clippers. NPCs just love that pitch rate, and I learned a real disdain for clippers just sitting there in a RES and pitching to keep me in its sights.

I'd agree with many of the above posters that an NPC FAS can be one of the more difficult enemies now, though.
 
When I started it was clippers. NPCs just love that pitch rate, and I learned a real disdain for clippers just sitting there in a RES and pitching to keep me in its sights.

I'd agree with many of the above posters that an NPC FAS can be one of the more difficult enemies now, though.

It's pretty easy to stay out of an NPC FAS' field of fire. They also rarely upgrade their armor, so they die quick.

FGS is a PITA because they like to run armor and equip beam turrets. FAS shields are garbage, so if you are rammed or they boost away and get a bead on you, your military hull starts going down fast.
 
I find that the only consistently effective npc AI seems to be built around the federal ships. Even the fgs and fds seem to be unusually adept at joust-boosting and turning around amazingly quickly to make another pass. Does the AI use FA off to turn so quickly?

Those ships are not the most agile in the game but they sure do spin and joust well under the right AI at least. Curiously I find that the AI difficulty of those ships rarely seems to relate to their actual combat rank.
 
They don't move around much, if they did it would be harder. Right now its not a big effort to kill larger ships with a small ship. The problem are if they are in a wing.
 
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