What does the FGS need?

The Gunship also lets me feel the fear of possible death again. Which is a good thing.

I don't get the same adrenaline rush in my Corvette.

It's awesome to bring a battle battered Gunship home, ammo exhausted. Very satisfying.
It's the A-10 of space.
 
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Are you serious?

The FGS is an awesome ship. Its now my go-to ship for combat. I had meant to use it for specific types of combat, and the FAS would be my default for things like RES and CZ, but the Gunship... man, those 7 hardpoints filled with MCs. Its just pure dakka heaven. Got a couple of incendary mods on the bigger ones and it just rips shields and ships to shreds.

The FGS does not need a buff. And when 2.2 comes out... oh man, its going to be sweeeet.

PS: Only have rank 3 clean drive tuning at the moment. Do plan on getting rank 5 dirty at some point, which will make it even more awesome.

That's not because the gunship is awesome- that's because MCs are far and away the strongest weapons. Put a bunch of MCs on ANYTHING (yes, even the cobra iv) and it's going to be a terror. The gunship is a large, unmaneuverable target, with far too little durability to justify it. Sure its base armour is pretty high, but that's it. If you're going to rely on armour, which the gunship has to, since its shield is weak, then you really need internal space for HRPs. The gunship is already strapped for internal room, now. When the fighter bay is added, that's just going to make things worse in that regard. Without more room for HRPs and AFMUs, the gunship can't really get its armour high enough.
 
You're shouting down any argument/discussion made, it's hardly any way to have a debate.

You ask what it needs, we answer nothing yet because it's getting fighters, and you slate them. They aren't even tried and tested yet.

You sound like a min/maxer from your arguments, thus there is no point in debating with you.
 

Deleted member 38366

D
Addendum :

Because I still kinda like the FGS concept, I'll likely get me one again when the Ship-launched Fighters are there.
Despite all its shortcomings, the ride always had a special appeal in its very own way :)

Plus, I have no idea what the missing ~15 Engineers might be able to do for it in the future.
So in the end, I'll be sure to give the Ship a 3rd chance. Haven't given up on it yet. It's a GunShip after all. A freaky GunShip! :D

What's not to like flying a SpaceShip, feeling like this guy?
[video=youtube;jHgZh4GV9G0]https://www.youtube.com/watch?v=jHgZh4GV9G0[/video]
 
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You're shouting down any argument/discussion made, it's hardly any way to have a debate.

You ask what it needs, we answer nothing yet because it's getting fighters, and you slate them. They aren't even tried and tested yet.

You sound like a min/maxer from your arguments, thus there is no point in debating with you.

Seems like anyone making a counter argument to you is just "shooting down arguments". Exactly fighters aren't tried nor tested, all we know is they're coming so I'm not really the one making assumptions about the fighters. If we knew the specs on the fighters mostly their health and damage it would make a bit more sense to talk about them but we don't have those stats.

I just want the ship to be somewhat balanced compared to its counterparts and have some use which it currently does not imo. I like the ship it's a nice looking ship with an interesting hardpoint setup but other than that it's not very good.
 
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I'd say it needs an extra class 5 internal slot, so it can actually equip that fighter it's supposed to be getting.

Plus the fact that it advertises having more internal space than the dropship, which is only technically correct: it has a whole 4 tons of extra space (oh boy!) but that space is consolidated into very few slots, meaning it often can't be used efficiently.
 
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Low shield -- buff at least 30 % more
Crap manovrability and speed even with dirty level 5
Crap internal ( i would nt have so Faith in fighter cause in a different video they were taking a lot of time to Shoot down a cobra mk4 )
Crap top speed

You need a primatic but then you have Crap jump range and low power
It is a coffin basically
Compared to trader it is slightly better a t7...

With 90 million a python or z fdl are on s different planet
 
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By this point, weak shields are just a standard Federal trait by now. It's the price of flying a Federal ship. I just run bi-weaves on all my Fed ships and hull-tank until the shields come back (though the missile buff has hurt that strategy badly, I'm working on an experimental build that will hopefully counter it with reactive armor and Engineers).

The handling is definitely a downside, but arguably a fair trade-off for the firepower you sling around. The Gunship is similar to the Python this way: it's really a Large ship that manages to squeeze onto a Medium pad.

The internal space configuration is what really hurts it. An extra class 5 would help with its loadout problems, a couple spare class 2s and a class 3 on top of that wouldn't be too over the top if you were feeling generous.

All told it'd be between 32-48 tons of extra space depending on how generous you are, but it's really the flexibility opened up by the extra slots (a place to put fuel scoops, HRPs, or, of course, the fighter) that will really matter.
 
My FGS is an armoured missile platform, the support fighter (for stripping enemy shields) is all it needs.

It chews FDL's and Python's for breakfast with pack-hounds and seekers.
 
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In my opinion the gunship is fine. Its supposed to be a fire support ship.
Although it's not perfect. And I wouldn't mind a few more small internals I think its just fine.
But it does make no sense. A mass through the roof yet little armor and no real defense weak shields meh armor and way to slow and bulky to avoid hits.
What I would like to see from the gunship.
Is basically a middle ground multi purpose ground assault ship between the dropship and the python.
Maybe slightly more cargo and internals and more armor.
Something actually worth the price tag.
 
IMHO the FGS just needs - time. This is a fate it shares with the Orca, except the Orca's time has come with 2.2 and passenger missions. The FGS as a space combat vessel will continue to lead a niche existence, but there are scenarios where it can shine.

Now I am not saying that this is 100% intended by FD (although I would expect it to), but the FGS is designed for a ground attack scenario. Not CAS against light or moving targets, but bringing up heavy weaponry against shielded ground targets. Let FD introduce huge planetary bases together with rewarding missions, and the FGS may augment the Anaconda as the ground attack vessel of choice in terms of resilience and hardpoint placement.

But with designs like
- the Orca (2.2 passenger missions),
- the DBX (why put a C3 slot on an explorer? 2.2+ may tell),
- maybe the FDS and FGS (planetary heavy ground ops, whenever),
the ED "ship design office" seems to know the future a bit better than us CMDRs...

Disclaimer: I hate to fly the FGS (so I just do not), but it deserves a chance in future expansions.
 
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The FGS is already the hardest hitting medium sized ship in the game. In 2.2, it'll be the hardest hitting medium sized ship in the game + a fighter.

I haven't played her in 2.1 as I haven't done much bounty hunting other than popping transports in anarchy RES for mats. But prior to that, I had her equipped with a large gimballed beam, two small gimballed beams, and four medium multicannons. Used FA-Off to keep my nose pointed at anything, and everything died very very quickly. I'm not sure you quite understand what 7 weapon mounts and a class 7 PD can do to things you want to kill in a hurry. Even FdL shields can't take the brunt of all that firepower hitting them. And you can A rate her with military grade composites for less than 150k. The only ships in the game that can surpass it's firepower all cost 300k+ and up to A rate.

Don't get me wrong ... she's not agile. Her turn rate is poor (although not as poor as a Python). But she's also not a dogfighter. Her role isn't to get behind a target. Her role is to drop such withering firepower on a target that they lose by sheer attrition. With the addition of the fighter, she'll be borderline overpowered for it's intended role of fire support. But don't use her solo to PVP ... she's a support ship and hence is best winged up with more agile ships while she stands back a bit and throws pain and suffering at her target. If you just like to fly solo and kill random players (you d*ck, lol), fly an FdL or FAS.
 
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