Ship Builds & Load Outs looking for a fas setup

For the best FAS setup:
Step one, sell the FAS.
Step two, buy an FDL.

Seriously though, this is what I was aiming for in the brief time I flew a FAS.
Pure tank, no utilies. Good sustain, mediocre burst (you could sub in Railguns/PA) if you wanted more offense. I don't run K-warrant Scanners etc, but customise what you need.
 
For the best FAS setup:
Step one, sell the FAS.
Step two, buy an FDL.

Seriously though, this is what I was aiming for in the brief time I flew a FAS.
Pure tank, no utilies. Good sustain, mediocre burst (you could sub in Railguns/PA) if you wanted more offense. I don't run K-warrant Scanners etc, but customise what you need.

Nah! The only reason to get a FDL over a FAS is if your prefer style over substance and shield tanks, don't want to do the Fed rank grind.

I got rid of my fed ships for a FDL and I'll be quickly going back once my current war is over.
 
whats everyone best fas setup for going into civil wars bounty hunting etc at the moment ?

I would never fly an FAS^^ it was great pre-engineers and i have used it very very often, so i thought i try my A-rated unengineered FAS in a HazRes again. 15 seconds against a competent Asp Scout and all my hardpoints were gone and i was done to 22% hull.
I've tryed than to emgineer a Gunship and it has 2000 armor with 35% resist against all damage. Forget it!!! Once the shields go down, it dies very fast!

Not even engineers can do much to the hull to make it viable again. I would recommand something with shields because hull tanks are still hurtable like hell.
Take the Vulture, Python or FDL but better stay away from the federal 3 :(
 
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I would never fly an FAS^^ it was great pre-engineers and i have used it very very often, so i thought i try my A-rated unengineered FAS in a HazRes again. 15 seconds against a competent Asp Scout and all my hardpoints were gone and i was done to 22% hull.
I've tryed than to emgineer a Gunship and it has 2000 armor with 35% resist against all damage. Forget it!!! Once the shields go down, it dies very fast!

Not even engineers can do much to the hull to make it viable again. I would recommand something with shields because hull tanks are still hurtable like hell.
Take the Vulture, Python or FDL but better stay away from the federal 3 :(

Hmm my experiences have been very different.

I've spend the last couple of weeks fighting wars in CZ in my Dropship and hull tanked python. and didn't have any issues tanking the damage coming for ages. I normally run out of ammo long before I get to a danger level in my armour.

I on the other hand haven't got the hang of shield tanking in ED at all yet. I find SCB's way to heat inducing and too energy hungry and shield 'buffer' tanks don't seem to last long at all. And once your shields are down you are paper thin and die way too quickly.

All of this is with low grad mods 1-3.....

Dropship Build
https://eddp.co/u/9hE8Ewjm

Dropship in combat (Excuse the bad flying!)
[video=youtube_share;x4DmKCEcaYw]https://youtu.be/x4DmKCEcaYw[/video]

Python Build
https://eddp.co/u/T8WrcPMf

Python in combat (Again ignore the bad flying)
[video=youtube_share;_FXSX5HTWCI]https://youtu.be/_FXSX5HTWCI[/video]
 
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The issue with hull tanking is as much as you can get similar resistances as a shield, there's no PIPs bonus to hull damage mitigation. 4 PIPs to systems gives you a 58% damage reduction. Even if your modules weren't vulnerable, that alone would make hull tanks ineffective. Throw in Corrosive effect and I really don't see how a FAS can compare to an FDL (but that's coming from somone with little PvP experience).
I don't fnd SCBs too difficult to manage in combat, power hunger maybe (though that can be solved with an Overcharged Power Plant), you just have to couple them with Heat Sinks. A single Heat Sink can offset the heat build up of 2 SCBs (4A, stock) launched simultaneously on my FDL, so I only need one utility slot for them, and they almost double the effective shielding of the ship.
 
The issue with hull tanking is as much as you can get similar resistances as a shield, there's no PIPs bonus to hull damage mitigation. 4 PIPs to systems gives you a 58% damage reduction. Even if your modules weren't vulnerable, that alone would make hull tanks ineffective. Throw in Corrosive effect and I really don't see how a FAS can compare to an FDL (but that's coming from somone with little PvP experience).
I don't fnd SCBs too difficult to manage in combat, power hunger maybe (though that can be solved with an Overcharged Power Plant), you just have to couple them with Heat Sinks. A single Heat Sink can offset the heat build up of 2 SCBs (4A, stock) launched simultaneously on my FDL, so I only need one utility slot for them, and they almost double the effective shielding of the ship.

The things is I've always found plenty of NPC's with lots of laser weapons and any shield tank I build just can't last under sustained fire from lots of laser npc's. However I have never had any issues with holding off lots of damage while hull tanking even with stacks of npc's blasting me in a CZ.

I have a DBe with thermal modded Reactive armour and that thing barely gets a scratch unless I'm being hounded by every man and his dog...

I'm just not seeing the missile spam/insta death effect that people are talking about. Not saying it isn't happening but I've not experienced it yet. Lots of missiles yes but not total system crippling effects like what I heard about being described...
 
Engineers has introduced problems to shield tanking as well as hull tanking.

If someone knows how to land hits with torpedoes or mines(not easy), shields will go down so fast SCBs don't even come into play, while the rail version of cascade plays hell with SCBs themselves.
 
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