What should I upgrade to after the FAS?

In the same boat - I'm thinking of going Fed Gunship. Huge DPS levels due to all the weapons, flies like a brick. Has a fighter launch bay - so that might be fun later in the year.

Just working up to Ensign from Warrant Officer right now so I can give it a go.
 
What are using it for? For a particular style of dogfighter combat, an FAS is fantastic. An FDL is an option, but its less an upgrade and more a choice you make to experience/support a different style of fighting, as well as enjoying a change/the new.

Of course, you might wish to explore the larger ships. Be aware that they'll handle differently and require different loadouts and if you're looking for that, I'd go the Conda, unless you have faction rep with the Feds, in which case I'd go for the Corvetter simply for the novelty. Then buy a Conda :)
 
There's not a lot that's "the next best thing" after the FAS.

I'll be getting a Corvette next because I'd like to own one and it's the most agile of the big ships. But I've tried it in the beta and it's not strictly better because the FAS handles most content that the game has to throw at it.

Until we get more combat content that demands larger ships, it's just a matter of me wanting to have small, medium and large combat ships. And the corvette is cool (and future proof, when we get more huge weapons, it'll really shine).
 
Honestly? The only thing that will out gun FAS is effectively anaconda. Gunship is okay, but it's slow and a brick. Anaconda needs a different flight style and weapon layout. But is a beast.

Honestly though, if FAS is working for you, keep using it. You will struggle to find anything that handles as well and hits as hard. It's rediculously good. And really there isn't anything you can't kill in that thing, NPC related.
 
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FAS is where it's at for solo bounty hunting and stuff. I'm not looking to replace mine, it's perfect. Maybe FdL or huge ships if you want more raw firepower, but they have downsides like lower agility, etc. There is no straight upgrade to the FAS.
 
Well than what loadouts do you recommend for the FAS? I'm using it and I'm not happy with it after upgrading from vulture
 
Well than what loadouts do you recommend for the FAS? I'm using it and I'm not happy with it after upgrading from vulture

This is my FAS loadout for general PvP bounty hunting.

If I'm going to spend some time in a CZ then I'll remove some of the internal compenents (cargo rack, interdictor etc) and replace with armour, as well as replace the KWS with maybe another shield booster or a PDT.
 
Again, what are you using it for? A generic reply such as, 'combat' will reward with a generic loadout: A modules, sheild type of choice, beam thermal and kinetics (or PA) of choice. Chaff. Sheild Boosters.

Personall I run with http://coriolis.io/outfit/federal_a...t1t0r0r000003032d2d2b292727.Iw18cQ==.Aw18cQ==

..for pretty much everything. I might loadup on heatsinks for some stealth PvP giggles but so far haven't felt the need, perferring to simply bully things.

It's not for everyone but it is a lot of fun. For taking things out very quickly and general brawling. I used B modules to increase mass, keep insurance low and reduce module malfunction. The extra power from the power plant means the beams run cooler and are less effected by power plant damage. The armour, at 2800, coupled with Military Bulkheads, provides an incredible amount of health and damage mitigation. Chaff to mock gimballs, Point Defence to mock missiles/torpedoes. You only have two cap settings to fiddle with, engines and weapons and you can turn on a dime.

I play very aggressively, beaming down targets as I close to ram and bam with the frags. Small ships explode instantly upon colision with a 906 Tonne vessel moving at speed. Large ships either have the last rings of shields dropped before they can drop a cell or suffer a chunk of hull, followed by frags, and then more frags.

You must get used to flying with less than 100% hull. Personally I look to bail around 20%. Last night I dropped an NPC cutter in 14 seconds. And then another. Good times! And had to sneak into my home station due to gaining another bounty! However, this a style I enjoy. Yours may differ. To each their own.
 
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I'd think that a Clipper might be suitable. It doesn't have the armor of the FAS, but should outmatch the nimbleness and damage capacity, no?

That, or the new FDL - but I haven't tried it after the buff, so I don't know how well it handles and if it's comparable.
 
I'd think that a Clipper might be suitable. It doesn't have the armor of the FAS, but should outmatch the nimbleness and damage capacity, no?

That, or the new FDL - but I haven't tried it after the buff, so I don't know how well it handles and if it's comparable.


The clipper is great.. just not great at combat. It's not bad, but after flying an FAS it will feel clumsy and the poor hardpoint placement sorely felt. It's a lovely ship for the pirate-on-the-go and gives more options of play than the FAS but yeah... in combat? FAS stomps all over the Clipper.
 
I'd think that a Clipper might be suitable. It doesn't have the armor of the FAS, but should outmatch the nimbleness and damage capacity, no?

Oh it does... if you stuff the Clipper with HRPs, it has even more armor than a fully armored FAS, but due to its bad hardpoint placement it will usually lose against a Stealth-FAS with fixed weapons regardless.
 
Well than what loadouts do you recommend for the FAS? I'm using it and I'm not happy with it after upgrading from vulture

For bounty farming I am using fixed c3 PA on the top and the rest are gimballed pulses. Nothing fancy, and definitely not the highest damage output, but it can stay in hazres for as long as I like. Even when PA ammo is depleted.
 
Again, what are you using it for? A generic reply such as, 'combat' will reward with a generic loadout: A modules, sheild type of choice, beam thermal and kinetics (or PA) of choice. Chaff. Sheild Boosters.

Personall I run with http://coriolis.io/outfit/federal_a...t1t0r7h000003032d2d2b292727.Iw18cQ==.Aw18cQ==

..for pretty much everything. I might loadup on heatsinks for some stealth PvP giggles but so far haven't felt the need, perferring to simply bully things.

Can I ask you what your experience with A grade and B grade modules on the FAS has been?
I'm currently running this fit and I'm mainly wondering about downgrading my power distributor to B grade so it can take more hits without malfunctioning (when my hull's around 50% this starts happening with the A grade).
Is the 0.5MJ/sec charge difference noticeable?

Also wondering about the thrusters: should I upgrade to A from B? It's very nimble already, and I like the idea of having extra hitpoints on my thrusters, but if the A grade is that much better then I'll save up for it...

And how about your life support and sensors? Were you finding them getting shot a lot and malfunctioning with the other grades, or were you going for 'full mantank'? :)

Thanks!
 
The clipper is great.. just not great at combat. It's not bad, but after flying an FAS it will feel clumsy and the poor hardpoint placement sorely felt. It's a lovely ship for the pirate-on-the-go and gives more options of play than the FAS but yeah... in combat? FAS stomps all over the Clipper.

Hmm... I was under the impression that the Clipper is more nimble... <shrugs>
 
Can I ask you what your experience with A grade and B grade modules on the FAS has been?
I'm currently running this fit and I'm mainly wondering about downgrading my power distributor to B grade so it can take more hits without malfunctioning (when my hull's around 50% this starts happening with the A grade).
Is the 0.5MJ/sec charge difference noticeable?

Also wondering about the thrusters: should I upgrade to A from B? It's very nimble already, and I like the idea of having extra hitpoints on my thrusters, but if the A grade is that much better then I'll save up for it...

And how about your life support and sensors? Were you finding them getting shot a lot and malfunctioning with the other grades, or were you going for 'full mantank'? :)

Thanks!

It's a tough call due to our lack of data. The devs have explained the damage model, and lore describes the as being 'military' modules (and more reslient, if I recall) but there's no hard evidence. On the contrary, some folks describe them as being less resilient.

However, since I started using , the early part of 1.4, I found my ship has suffered considerbaly less module malfunctions. Full, as you say, 'man tank' has proven very, very resilient.

Of course, it should be noted that I also use to reduce the insurance as well as increasing the mass, which is a key factor in ramming. As you've noticed, the drop in performance isn't that great and we're hardly starved of power, speed or agility.

Regarding the thrusters. Again, mine are A because A suits my style of combat. Close in, beam lasers all the way, looking to ram if possible and get closer enough for frags. More speed combined with the ships total mass makes for one heck of a ram. Of course, they're an achilles heel, compared to the other modules, but thanks to the agility of the FAS and that I'm always looking to get up close, they're rarely exposed to anyone but the most dedicate railgun snipers.

So really, as always, it comes down to your combat style. Try the for a few days. See how it goes. I found it worked very well with pure hull tanking.
 
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The FAS is one of the most agile ships with great fire power. In silent running with lot of armour you can us all energy hungry weapons and will be hard to kill - because they can't target the modules.

FdL is the other great option or the the big ships. But they have a total different role in the fights then the agile FAS and are super expensive. Test and enjoy!
 
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