The Federal Gunship - The Pilot

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 :)
 
As a CMDR that decided to rise his combat rank above harmless and decided to take FGS for that I was eagerly awaiting your judgement.
Nice video.

Also, 3:45 looks like promo poster. Great for background.
 
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!
 

Deleted member 38366

D
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.
 
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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.
….. 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.

Agreed. Picking and choosing targets became a priority after an engagement with a particularly overpowered wing of NPC pirates.

Learning to fly this thing how it was meant, vs how I expected it to, was definitely a transition. But ultimately worth it. After a week, I could make mincemeat of most anything I came across. And more importantly, that Python in the PVP fight had to pop three shield cells to keep the advantage. He was legitimately surprised how well the FGS actually did.
 
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.
Like comparing a F-35 jet to an F-22.

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.
 
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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.
Yeah, I gotta agree on that. I really do like it, but I just don't have a home for it.

Well...aside from when I want to go batshit in a res site now. That really was the most fun I've had in a while.
 
My FGS, "Sign of the Storm" was definitely a blast to fly. Will have to go back out and engineer it some and give it another whirl.
 
FGS reminds me of the Warhog (A10), pig ugly but deals out some serious damage. But a brick is a brick and I would probably go with something a little more agile and way more sexy.😁 I'm think more FDL or Mamba.
 
The gunship, assault ship, drop ship, and even the clipper need a balance pass. After all of the medium ships added in the last year, can anyone say that the old mediums are competitive and keep a straight face?

Can anyone honestly think the mamba and FGS are balanced? Krait MK2 and FGS?

Fix this already...
 
The Mamba isn't much different than the FDL before it. Not seeing how the Mamba would be any less balanced against the FGS than the FDL long before it.
 
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 :)
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. :LOL:
 
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