Some questions on weapons and fighters.

So, recently got my Fed Gunship, got it upgraded and engineered as i coudl with my current unlocked engi's.

My current loadout is:

  1. small HP: Multicannon/burst turret
  2. Med hardpoints: 2 Gimbaled Multis, 1 gimbaled burst, 1 gimbaled beam
  3. Large HP: Gimbaled Multi

Seems to workout ok for the little bit of time ive used it. But I've also heard people referencing multi-cannon only builds for this ship. How does that work, wouldn't it suck against shields? And Multicannons seem to be more low dps, but better sustained damage?

I'm also up for loadout suggestions. I'm inclined to keep the 2 small HP turrets tho, as they cover my backside and keep damage going while i maneuver my fat self behind the target.

Also, this is my 1st ship using fighters. I was wondering what the best fighters/mods for them are considered to be. I plan on having the AI pilot them most of the time, with inviting people to multicrew the second when safe.

Also, a few general purpose weapon questions:

Are beam, burst, or pulse lasers considered to be better overall? I like the damage od beams but the overheating is brutal, especially with more than 1 equipped.

Are regular cannons ever used? Ive messed around with them a bit, but they seem to run out of ammo even faster than multi's. Are the large/huge ones good for burst damage? Or are they more meant as a longer range option for use against bigger ships? Also are the High Yield Shell mods any good? Explosive seems quite powerful, but the only way to get it normally is to use very low ammo missiles/torpedoes.

How hard are plasma guns to use? Ive heard they're pretty slow moving, but never wanted to make the credit plunge on something i wasn't sure on. I assume they're much more useful on agile ships rather than behemoths like the gunship.
 
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To answer your question about the all MC loadout I'll let Rinzler explain
<br>[video=youtube_share;fJ1oBDQHhfM]https://youtu.be/fJ1oBDQHhfM[/video]

Same applies for use with PA or Dumfire missiles etc, the basic version is boost forward, turn fa off, use yaw/pitch/roll only to track target and when you need to reset FA on. Once you can do this with the Gunship you can apply it to anything and the FDL, Anaconda, Corvette, and probably the Cutter too get fairly insane
 
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Short answer - Engineers can make almost anything work.

Incendiary mods turn kinetics into decent shield damage etc


If you are running a laser build I recommend all around long range pulse lasers. More mass and power draw but you'll be able to attack and kill things from outside their weapon range which is a massive bonus especially for a ship like the gunship which has massive firepower but poor turn rate without the FA off skills mentioned above.

Cannons are used rarely, they can be engineered into amazingly effective weapons but I'd avoid until you are comfy. Same with plasmas, maybe have 1 or a pair. They do great damage but are hard to hit with unless you are taking on the big targets like Clippers, Anacondas and the like. Against Vultures, FDLs and anything small they'll only really be useful in the opening volley before the enemy has you marked as hostile. Again can be incredibly effective if engineered and flown well.


Personally if I were to do a gunship for PvE I'd go for the all around pulse lasers and long range, probably the safest. Non-engineered I'd mix beam lasers and multicannons, or all laser build except the large where I'd maybe put a multicannon. This option would be safest if you decided to fly in the fighter and let NPC crew pilot the ship as the AI won't use the long range mod effectively.

For a fun non profitable build I'd have a large frag cannon, 4 medium plasmas all "efficient weapon" engineered so you don't burn up each time you fire and the small with either torpedos or railguns. Maybe mix a pack hound or two in if I'm flirting with powerplay..
 
To answer your question about the all MC loadout I'll let Rinzler explain
<br>https://youtu.be/fJ1oBDQHhfM

Same applies for use with PA or Dumfire missiles etc, the basic version is boost forward, turn fa off, use yaw/pitch/roll only to track target and when you need to reset FA on. Once you can do this with the Gunship you can apply it to anything and the FDL, Anaconda, Corvette, and probably the Cutter too get fairly insane

lol, now i might have to do that just because he did it in the Super Noodle style XD
 
Pulse for stable damage output, with a few multicannons for the hull, imperial fighters because the gunship is slow and imperial figters are the fastest support you'll get and mod lasers for efficiency because it makes literally everything about the weapon better. Efficiency may also be available on multicannons but even on my Imperial cutter i use a huge cannon because the alpha damage is so good, as well not having long enough to make any other weapon effective in that window, and i have 2 medium turret beam lasers with regeneration sequence and the other shield healing so i can cover my self 360° and i can support my wing or fighters.
 
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ok, 1 last question: what's the best weapon mod for multis? overcharged? rapid fire?

Have 1 or 2 of the smallest with high capacity mod and get corrosive ammunition as the special (use adjustment system).
The hull weakness does not stack but having it apply all the time is very useful.

I'd tend to go for overcharged and incendiary for the rest, rapid fire has the "jitter" effect which is really bad, at grade 5 overcharged doesn't and that currently swings it for me...
 
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