Ship Builds & Load Outs Need help with FAS build

Hello all, I finally saved up enough to upgrade to a FAS from my MkIV Viper. I need help with a Res hunter build. I'd also like to use it for planetary landings, I'm gonna get the horizons expansion soon. I'd like to keep at least 32t of cargo space on it. I've been messing around with a build but I only manage to get about 15ly unladen jump out of it. In the Viper I got nearly 20, maybe it's just something that gotta get accustomed to. Also, I can't really get over 70 per second without over heating when fuel scooping, is this normal? Any help is much appreciated, I will post my current build if it can be of any help when I get home.
 
do you have any money restrictions? jumprange heavily depends on FSD-class and grade, and mass.

and viper mkIV has a better maximum jumprange.

for a fully functional combat FAS 15-17 ly jumprange on a full fueltank is normal; if you want more, you need to reduce combat ability (D-class shield instead of Bi-weave, reinforced bulkheads instead of military, d-class sensors ....) - but there is just so-much you can do about it. i would suggest owning two ships, for exampel a cobra mk III for multipurpose and travelling, and a FAS for combat.

are there weapons you prefer?

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fit a bigger fuelscoop (class!), and you'll fuelscoop faster, and won't overheat. also turning off unnecessary moduls helps. fitting a-grade powerplant, even undersized helps.

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here is a ligthweight FAS, which i'd be willing to take into a haz res: http://coriolis.io/outfit/federal_a...v62f.Iw18cQ==.IwBhrSuyg===?bn=FAS lightweight

17,8 ly jumprange on a full tank - I'd say it isn't worth it compared to a fully functional FAS with 15-16 ly jumprange.
 
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As above. Heat build up is due to latent ship heat (number and size of modules turned on), modifiers such as shield cell banks, heat sinks etc and silent running. Ambient heat (local stars/gas giants etc) also adds heat.
Heat drop off is your powerplant. Size doesn't matter, only quality. A grade is best for getting rid of heat, E grade is worst.
Each ship also has a unique heat curve, some can handle it better than others.

Same as above on jump range. Goemon is pretty on the ball today. Bigger sized FSD and then a better quality FSD. If you don't have a class 5 you need one, if you don't have an A grade you have room to improve. Otherwise it's just ship weight so strip down unnecessary stuff to travel. Assault ship does have a small range (23Ly best case) but it's possible to make it work.
 
Personally I would have a second ship for travelling exploring. as one of the other posts suggested a fitted Cobra Mk111 is great for this. The FAS is one of the better Hunters in the game. Put in the best power/thruster/fsd modules you can afford. I would leave out the Shields and SCB's and fully armour tank! This gives you a huge reserve of power for continuous fire of Beams/Bursts with 4 pips! (Rails if you can point straight ha ha.) You can also carry several sets of heat sinks to enable you to run silent and fire lazers at the same time! In my view the FAS is a real fighting beast....not pretty but loads of fun!
 
I use THIS build for pure RES-Hunting. The hull reinforcements could easiely swaped for a cargo rack.
Downside of the build is a little bit of a heat issue and a fuelscoope to small for long traveling.
 
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With my FAS I located a system with several RES (low to HAZ) and moved it there, when I fancy some RES hunting I use an Asp Scout to travel there, outside of FSD boost (Horizons only) most focused combat ships will have a sub 20 LY range.

My build is fairly mid range i.e. not A grade everywhere ;) the shields will go down at some point but the hardest bit is getting used to taking damage but with Mil grade bulkheads and HRPs it's usually nothing serious

Bi weave build

http://coriolis.io/outfit/federal_a...v62724.AwRj4y2USA==.Aw1-gjJQ?bn=FAS CPL 5C Bi

5A shield build

http://coriolis.io/outfit/federal_a...62724.AwRj4y1Mg===.IwBj4z2Gg===?bn=FAS CPL 5A

It's a sound planetary lander

1Ib8GGe.png
 
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With my FAS I located a system with several RES (low to HAZ) and moved it there, when I fancy some RES hunting I use an Asp Scout to travel there, outside of FSD boost (Horizons only) most focused combat ships will have a sub 20 LY range.

My build is fairly mid range i.e. not A grade everywhere ;) the shields will go down at some point but the hardest bit is getting used to taking damage but with Mil grade bulkheads and HRPs it's usually nothing serious

Bi weave build

http://coriolis.io/outfit/federal_a...v62724.AwRj4y2USA==.Aw1-gjJQ?bn=FAS CPL 5C Bi

5A shield build

http://coriolis.io/outfit/federal_a...62724.AwRj4y1Mg===.IwBj4z2Gg===?bn=FAS CPL 5A

It's a sound planetary lander


Don´t you miss a lot of Creds without a KWS?
 
Thank you everyone for your input, I am understanding my issues a little more now. Here is my current loadout, http://coriolis.io/outfit/federal_a...54v6.Iw18cQ==.EwBj4z1BGI==?bn=FAS: Multi-Role

do you have any money restrictions? jumprange heavily depends on FSD-class and grade, and mass.

and viper mkIV has a better maximum jumprange.

for a fully functional combat FAS 15-17 ly jumprange on a full fueltank is normal; if you want more, you need to reduce combat ability (D-class shield instead of Bi-weave, reinforced bulkheads instead of military, d-class sensors ....) - but there is just so-much you can do about it. i would suggest owning two ships, for exampel a cobra mk III for multipurpose and travelling, and a FAS for combat.

are there weapons you prefer?

___

fit a bigger fuelscoop (class!), and you'll fuelscoop faster, and won't overheat. also turning off unnecessary moduls helps. fitting a-grade powerplant, even undersized helps.

___

here is a ligthweight FAS, which i'd be willing to take into a haz res: http://coriolis.io/outfit/federal_a...v62f.Iw18cQ==.IwBhrSuyg===?bn=FAS lightweight

17,8 ly jumprange on a full tank - I'd say it isn't worth it compared to a fully functional FAS with 15-16 ly jumprange.

I have about 25mil credits to spend now.


Also I would like to mention that I really only have flown the Cobra, the Viper Mk III & IV. The FAS is my first big (to me) ship. Any advice for adjusting to the change? It really does drift alot, but I know that can be used to my advantage in combat.
 
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Hey, just thought I'd share my builds.
This is how it's set for combat:
http://coriolis.io/outfit/federal_a...20k00B22d5e292727.AwRj4yqA.Aw18cQ==?bn=Whaler
I use it in HAZ Rez but if that's not your cup of tea then swap out the warrant scanner for another heat sink or something. Now to get it to go wherever I'm headed, I swap out most of the armour:
http://coriolis.io/outfit/federal_a...00B237f4f32i2f.AwRj4yqA.Aw18cQ==?bn=Whaler TS
It's served me quite well, kills things reasonably quickly and can silent run for a reasonable period of time if you're smart about it.
 
Thank you everyone for your input, I am understanding my issues a little more now. Here is my current loadout, http://coriolis.io/outfit/federal_a...54v6.Iw18cQ==.EwBj4z1BGI==?bn=FAS: Multi-Role



I have about 25mil credits to spend now.


Also I would like to mention that I really only have flown the Cobra, the Viper Mk III & IV. The FAS is my first big (to me) ship. Any advice for adjusting to the change? It really does drift alot, but I know that can be used to my advantage in combat.

hey, i revised your build: http://coriolis.io/outfit/federal_a...8cQ==.CwBj4y2AmZiA?bn=FAS: Multi-Role revised

reasoning:

- FAS will never get strong shields. no need to bother with a-class or scb or shieldboosters. take bi-weave, which will be much faster back online, if they go down.

- for the same reason: military bulkheads

- bigger fuelscoop for faster scooping

- discovery scanner. if you have a srv, you'll want to play surface missions; surface starports don't show up without a scanner (differently to outposts or coriolis stations)

- chaff. chaff helps you more than boosters.

- b-class kws is over the top, if you don't have the power to run it. for comparison: i mostly run e-class (same trigger as primary fire - scan them while you shoot them)

- better sensors for better situational awareness in RES

--- all resulting in a class 5A powerplant, which will run this build -> more jumprange, less heat.

enjoy!
 
hey, i revised your build: http://coriolis.io/outfit/federal_a...8cQ==.CwBj4y2AmZiA?bn=FAS: Multi-Role revised

reasoning:

- FAS will never get strong shields. no need to bother with a-class or scb or shieldboosters. take bi-weave, which will be much faster back online, if they go down.

- for the same reason: military bulkheads

- bigger fuelscoop for faster scooping

- discovery scanner. if you have a srv, you'll want to play surface missions; surface starports don't show up without a scanner (differently to outposts or coriolis stations)

- chaff. chaff helps you more than boosters.

- b-class kws is over the top, if you don't have the power to run it. for comparison: i mostly run e-class (same trigger as primary fire - scan them while you shoot them)

- better sensors for better situational awareness in RES

--- all resulting in a class 5A powerplant, which will run this build -> more jumprange, less heat.

enjoy!

Wow, thanks for the help! I'm gonna go do this now, will report back. Everyone, thank you for all the help.
 
I've ran one on BH ships previously and yes it'll earn extra credits but I can't be bothered travelling all over the bubble to cash them in, just lazy I guess ;)

Your infos seems a little out of date. My experience is that after KWS'ing the additional bountys are from other minor factions of the system and the 3 major factions (however they get any major-faction-bountys)
 
Definitely, also love how it drifts, changes direction very well. Now I just need to find some dang resource extraction sites, I'm going crazy looking for some.
 
Definitely, also love how it drifts, changes direction very well. Now I just need to find some dang resource extraction sites, I'm going crazy looking for some.

check inhabited systems with gasgiants .... nearby all of those have some. many extraction economies tend to have them.
 
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