PvP Making a PvP Gunship

Dear community please help!

My Gunship looks like this at the moment...


Clearly it lacks it certain areas. I've tried to have a balance of resistances both for the shields and armour.

For the weapons I've also got a mix, I didn't put rails on because I'd be worried I would never hit anything! Having done some research I see Rinzler suggesting a full MC build which I've used a bit against NPCs - it's a giggle and works well but I figure Cmdrs would soak it up! Alternatively I could go full Plasma?

Any advice to make a ship able to survive a bit longer, hopefully not lose weapons and maybe dish out some damage too!

Any advice would be much appreciated!
 
Since you have a bi-weave shield, the shield boosters are making a smaller difference than they could be with a standard shield.

It is completely personal choice, find something that you like.

If you like fast and agile, go for bi-weave shields and probably fixed, powerful hardpoints.

If, like me, you prefer to simply tank the enemy, then get crazy shields and mainly pulse lasers.

A drag munitions missile rack will really help in pvp if they are too fast for you, but this probably won't be a problem in the gunship, or thermal cascade missile rack against larger opponents. I have both of these on my t10 and I can say they are extremely useful (especially since the t10 can barely move).

Of course, every ship has it's weaknesses and there's no way to avoid them without sacrificing something else.

My advice is to try both methods (agile and tank) and decide which is better for you. It looks like a pretty good loadout if you ask me.


Here's a quick tank version if you want to try it out:




P.s. Most commanders use thermal weapons, so try to exploit this with an anti-thermal based shield and hull


"Outrun what you can't outgun, and outgun what you can't outrun"
 
Any advice would be much appreciated!

I'd recommend reporting this thread and asking the mods to move it to the PvP Forum. More likely to be seen by good people.

As for advice, I am by no means a Gunship pilot but using some best practices I'd suggest something more like this: https://s.orbis.zone/3y8v

Big changes are armor, shields, and distro. You've got a lot more protection now and a much more efficient distro. I've seen good success with all plasma and missiles. All multicannons is a lot of fun too (the FGS is very stable in FAoff - which you want to be in all the time!). I'm not quite sure about the HRP/MRP mix. More knowledgeable people should be around at some stage.

Make sure to check out Rinzler's "Git Gud Guide to the Gunship" on YouTube. Can't post it here due to language.

EDIT: Forgot to set power priorities like an idiot. Link is correct now, I think!
 
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Hey paul, cool to see this here :)
Some basics first:
Change the PD from high charge to charge enhanced/super conduits
If you use military grade armor, just use only heavy duty/deep plating HRPs
(If using reactive hd or lightweight, add thermal resistant to your smallest HRP)
Change the c2 HRP with a MRP and a c4 MRP with a heavy duty HRP (due to MRP works you need only one big)
Your powerplant needs to be armored, g5 because you fly a Gunship which is a hulltank
I'm no friend of SCBs, not sure if that works out, generally the FGS has a fighter bay, buy a expert pilot so you don't lose a good one
Regarding utilities and shield outfit I wait for the FGS pros.
(In the FDS I clubbered you with I run two res aug5 boosters and two chaff with a thermal 4 bi-weave)
 
Thanks Bigmaec, I've got into the habit of using the SCBs quite a lot. I also had a duel with Yolanta and her build used entirely lasers, against which I did much better and despite losing quite a bit of hull managed to win that time! Although if my shields had dropped for longer I might well not have- it was a close run thing.

I guess an SLF might be quite annoying and add more damage potential? I take you think its better than the SCB which occupies the Class 6 slot?

I think I need to spend some time mining/ driving round to gather raw mats, I'm a bit short on those at the moment. Certainly not enough to waste them.

Your Missiles did major damage to my modules, especially taking out all my weapons. I gather that's a risk of the FGS with the weapons being so close together. The flip side, which is why I like it, is that it makes aiming much easier, if I hit with one plasma I tend to land at least one or two more.

Thank you for the advice, here on the forum and in a practical way! Even though my poor FGS was well and truly clubbed!
 
Hey Paul, nice to see you're getting wins (y)
Of course the missiles did a lot of module damage, many say they are OP, and I somewhat agree.
But the idea of the build is to drive off meta FdLs by using their weaknesses against them: keep up pressure on the bi-weave, clubber their weak dual SCB hull with phasing
and - when shields eventually fail - mission kill them by kill all their weapons. All of that combined with the shame of getting shot up by a Dropship with pink lazors :sneaky:

I don't know how it is when you fight, the first 20 or 30 fights I had I was constantly at heartbeat 200, sweating like hell, fumbling around and generally was nervous and making mistakes.
I still make lots of mistakes, misclicks and oversteering, but the heartbeat nowadays doesn't go up and the strategic mistakes get lesser too. It's all a learning curve, which is quite steep. So stay on this, listen to the advice of the good PvPers here and you'll eventually improve.

Oh and kudos for the choice of the FGS, it's one of the more difficult ships to use, because it's slow and can't shield tank. But it has other advantages. Use them.

Trying to page @Falter and @Replicant as some very good FGS pilots (but somehow the forum doesn't let me ?!) to chime in please?
 
Also Rinzlers video is great- what do people think of an all multi cannon build? When people use chaff I guess you just let the target lock go and use as fixed weapons?
 
Also Rinzlers video is great- what do people think of an all multi cannon build? When people use chaff I guess you just let the target lock go and use as fixed weapons?
It works somewhat, but in my opinion you need either one c2 feedback rail or two c1 feedback rails. Because if you run into the aforemented meta FdLs (or any SCB build) they will SCB you into the ground and that is pretty demoralizing, especially as most PvPers run a 50+ kinetic resistance. Be sure to add in one or two incendiary experimentals if you run a pure kinetic build. Also the FGS is too slow, so a competent FdL pilot will use it's 100+ speed advantage to keep the distance until he wants to melt your shields with plasma and then conveniently snipes your modules from far away.
 
This is great, exactly what I was looking for, I hadn't found your thread before but it's excellent!
Are you aware that if you are against anything viper or bigger piloted by decent pilot with single seeker rack you have no chances to win and if they have hounds chances are you lose drives and eat rebuy?
 
Are you aware that if you are against anything viper or bigger piloted by decent pilot with single seeker rack you have no chances to win and if they have hounds chances are you lose drives and eat rebuy?
I made him aware what happens if he runs into a halfway decent FdL pilot without missiles 😙
But I'm not sure this dual MRP build falls to a single seeker rack, mission kill perhaps, but shooting out his drives? I don't think so.

It's a bit of stone-paper-scissors anyways, and the FGS is only a really viable PvP ship if you're Falter or Replicant 😂
But small steps, that's what we all made... small steps.
 
And besides, it'd prefer to encourage people to fly what they want. They can learn the ropes at their own speed. Also, I flew a FGS with no chaff and one point defence against a courier with a missle rack and gimballed MC's. That was fun, I ended up winning that with about 45% hull!

Actually that might have been a clipper I can't remember.
 
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