Exactly!Got to love the Gunship, yes it's slow, but against NPCs the full seven guns with added hardpoints masquerading as an SLF very little can match it for sheer fun.
Great Vid!
….. but it looks awesome.Yeah, the GunShip...
Top-Notch Firepower paired with minimal Shields and a boatload of vulnerability.
It wrecks places for as long as its guns point at the Target - but it simply can't handle the heat nor positively track agile targets, making it one of the most vulnerable Combat Ships in the entire Game and a potential death trap for NPC Crews.
It's notably the only dedicated Combat Vessel that almost requires a mandatory HiWake Egress Vector programmed beforehand, as its low speed and inability to break mass lock easily trap it in bad spots it can't fight itself out of again.
The led brick-type speeds and lack of maneuverability combined with notoriously poor Shields is what effectively kills the GunShip.
It excels as a Support Ship like no other - but quickly becomes a distress beacon when coming under concentrated fire, requiring decisive and swift assistance - or a rapid egress.
Multi-Bogey environments - if not flown with extreme care - quickly demonstrate just how vulnerable this Ship is, typically ending in a broken Canopy, low Hull and widespread Module Damage.
This mirrors even into PvE, where a GunShip is amongst the most easy Medium Targets to grab a Bounty from. All those Hardpoints are useless weight for as long as they can't get time-on-target, a design flaw it shares with the Imperial Cutter in combat scenarios.
However, it's these unique characteristics that make the GunShip what it is. Fun to fly if you know what you're doing.
On top, it's IMHO one of the most difficult Ships to properly Engineer. One can easily screw this up and end up with a quite sub-par result.
Yeah, the GunShip...
Top-Notch Firepower paired with minimal Shields and a boatload of vulnerability.
It wrecks places for as long as its guns point at the Target - but it simply can't handle the heat nor positively track agile targets, making it one of the most vulnerable Combat Ships in the entire Game and a potential death trap for NPC Crews.
It's notably the only dedicated Combat Vessel that almost requires a mandatory HiWake Egress Vector programmed beforehand, as its low speed and inability to break mass lock easily trap it in bad spots it can't fight itself out of again.
The led brick-type speeds and lack of maneuverability combined with notoriously poor Shields is what effectively kills the GunShip.
It excels as a Support Ship like no other - but quickly becomes a distress beacon when coming under concentrated fire, requiring decisive and swift assistance - or a rapid egress.
Multi-Bogey environments - if not flown with extreme care - quickly demonstrate just how vulnerable this Ship is, typically ending in a broken Canopy, low Hull and widespread Module Damage.
This mirrors even into PvE, where a GunShip is amongst the most easy Medium Targets to grab a Bounty from. All those Hardpoints are useless weight for as long as they can't get time-on-target, a design flaw it shares with the Imperial Cutter in combat scenarios.
However, it's these unique characteristics that make the GunShip what it is. Fun to fly if you know what you're doing.
On top, it's IMHO one of the most difficult Ships to properly Engineer. One can easily screw this up and end up with a quite sub-par result.
Yeah, I gotta agree on that. I really do like it, but I just don't have a home for it.I have to imagine that FDev had a very different idea for the gunship when it was first designed. Before the credit gold rushes and before engineering, FDev probably thought this was the sort of support ship that a wing could employ to lay down serious hurt while bigger or more nimble allies kept the enemy occupied.
And it was a stepping stone for Federal players on the long, long road to Corvette.
Now it’s a “novelty” item. Real pity, that.
I will admit I neglected the SLF when fighting the Python. But it was deployed....most every other time.You can make up for its lack of mobility by using the SLF.
You know, the other half of its dakka.
Hey, laser FGS isn't all that bad. It's much preferable for general PvE for example, because you don't have to synthesize ammo every five minutes.I have one, it's the only combat ship i have actually but i've engineered it wrongly for the most part. All pulse lasers with power draw saving, and one missile rack in the big slot with increased ammo. It's not bad, but it doesn't live up to the hard-hitting fame of other people's gunships. I was given a full multi-cannon build to follow but it won't be put into action for a while as i've got no materials left for engineering. Nice video![]()