Elite: Game talk
06 Dec 2024, 6:41pm
I tried different weapon combination; the ENHANCED AX MULTI-CANNON doesn't work for me, running out of ammo too fast and I'm unable to reload out of a station, I haven't figured how to use the AX MISSILE RACK yet, the Modified Guardian Plasma Charger is good but I still can't cause as much Hull damage with it as the GUARDIAN GAUSS CANNON...
The AX Missile Rack is actually intended for hunting Thargoid Orhtrus. Otherwise I don't use them at all. Many do not use shield generators at all in their ship equipment. The special thing about the Thargoid ships is that they easily penetrate the human shield generators and cause a lot of damage to the hull. My experience in AX combat has shown me that I only use shield generators (Bi-Weave) on large ships (Imperial Cutter, Corvette, Anaconda). In my experience, the most effective weapon against Cyclops, Basilisk, Medusa and Hydra are the Gauss Cannon or the modified shard cannons. For me it was also necessary to rethink the normal bounty hunt. I have found that the AX fight in FA-Off mode is the best alternative. With a lot of practice and even with a few losses of my ships in AX combat, I have mastered this type of combat (FA-Off Mode) very well. I discovered that in FA-Off mode you don't suffer as much damage to your own ship as in FA-On mode. Here is another link for the use of Missile Rack in AX combat.
https://www.youtube.com/watch?v=nVduRYDHIRg
06 Dec 2024, 6:54pm
Atusia DuvalThinder wrote:
I tried different weapon combination; the ENHANCED AX MULTI-CANNON doesn't work for me, running out of ammo too fast and I'm unable to reload out of a station, I haven't figured how to use the AX MISSILE RACK yet, the Modified Guardian Plasma Charger is good but I still can't cause as much Hull damage with it as the GUARDIAN GAUSS CANNON...
The AX Missile Rack is actually intended for hunting Thargoid Orhtrus. Otherwise I don't use them at all. Many do not use shield generators at all in their ship equipment. The special thing about the Thargoid ships is that they easily penetrate the human shield generators and cause a lot of damage to the hull. My experience in AX combat has shown me that I only use shield generators (Bi-Weave) on large ships (Imperial Cutter, Corvette, Anaconda). In my experience, the most effective weapon against Cyclops, Basilisk, Medusa and Hydra are the Gauss Cannon or the modified shard cannons. For me it was also necessary to rethink the normal bounty hunt. I have found that the AX fight in FA-Off mode is the best alternative. With a lot of practice and even with a few losses of my ships in AX combat, I have mastered this type of combat (FA-Off Mode) very well. I discovered that in FA-Off mode you don't suffer as much damage to your own ship as in FA-On mode. Here is another link for the use of Missile Rack in AX combat.
https://www.youtube.com/watch?v=nVduRYDHIRg
Thanks a lot for those infos.
I'm on my way to Synuefe EU-Q c21-10 to collect the Guardian Weapon Blueprints in order to unlock the Guardian Shard Cannons, but my AX shieldless Corvette is equipped with Gauss Cannon, Once I have both ships Op, I'll be able to compare their efficiency.
I never needed to use FA-OFF in human CZs or bounty hunting, I might give it a go.
06 Dec 2024, 8:10pm
Why am I doing this, because I either am too much of a masochist or have too much pain tolerance.
06 Dec 2024, 8:19pm
MeowersIndyIt's a fun internal experience to keep a cool head while there's all sorts of chaos and destruction outside the canopy.
THIS.
I believe you're going to be real good one day, if you got that already. Yesterday, I've had a little talk with a friend of mine, whose only AX experience is being my passenger in multicrew, about what makes AX so outstanding. Since I may be too used to it already, and things may look different for someone new to it. It's a rich, chaotic environment with a lot going on at the same time, in terms of things demanding attention and purely sensory stimuli. And you have to navigate it, to be in control of everything you do and aware of everything around, since mistakes are costly. No matter how many flashes, shots and explosions happen right in front of you.
Inject this straight into my veins! (seriously, this is the reason why AX combat is fun)
06 Dec 2024, 8:19pm
I always equip beam laser towers (long range and thermal vent) on my ships. The advantage of beam laser towers is that they still detect their target when you fly away from it. In the right menu I don't set the beam laser turrets to automatic but to just aim. Then you only need to press the fire button once and only then will the beam laser tower start firing. Most NPCs and also players fly far too close to the interceptors (Cyclops, Basilisk, Medusa, Hydra). Interceptors have an energy weapon that they use when an AX ship gets too close. You take a lot of damage to your shields and hull and you can't get away from them with boosts. When using the energy weapon by the Interceptor against an AX ship, it is important to put all 4 pimps on the system. This significantly reduces the damage to shields and hull. A good tactic is to scan the interceptors so you can see the location of the hearts under targets. To do this, you approach the Interceptor and cool your AX ship with heat sinks or with the beam lasers. With an Interceptor that you have scanned, you can tell when one of its hearts is in trouble or not. If a heart is in trouble, you can focus on it with your weapons and destroy it. A good tactic worked for me. As you approach the Interceptor, fire 3 to 4 shots from the weapons at the heart and immediately boost away over, under, left or right past the Interceptor. Distance yourself from him and move several kilometers away. Turn your ship and start your attack again until the Interceptor's heart is destroyed. With this tactic you won't take as much damage as if you were on him the whole time. Another advantage is that you can repair your hull, your modules and the shields (bi-weave, quick charger) can also be recharged at a great distance from the interceptor. I also use a 6' hangar on my Imperial Cutter with 12 equipped Guardian XG-9 fighters. When I go to an AX combat zone, I let my NPC pilot take over the Imperial Cutter 15km from the combat zone and give her the command to hold position. Then I put myself in the Fighter and fight against the Interceptor. The Guardian Fighter I use the tactics described previously. The disadvantage of the Fighter is that it is killed by one shot from the Interceptor. The Thargoid swarms that the Intereceptor sends out in space combat always target your fighter first. If such a swarm has caught you, you no longer have a chance and will lose the ship. Here the fight in FA-Off Mode is a must. But you have 12 fighters on your ship and they don't cost much to upgrade.
Last edit: 06 Dec 2024, 8:25pm
06 Dec 2024, 8:23pm
Thinder
I'm on my way to Synuefe EU-Q c21-10 to collect the Guardian Weapon Blueprints in order to unlock the Guardian Shard Cannons, but my AX shieldless Corvette is equipped with Gauss Cannon, Once I have both ships Op, I'll be able to compare their efficiency.
I never needed to use FA-OFF in human CZs or bounty hunting, I might give it a go.
Be aware that the modified Guardian Shards you get from our favorite mass murderers is what you want. They have longer range, greater damage and all around oomph (the only downsides: they have high thermal load and you cannot anti-Guardian zone resistance them). Also they are not a one-time unlock but you need to have the materials for as much of them as you want.
06 Dec 2024, 9:22pm
Rawnu Be aware that the modified Guardian Shards you get from our favorite mass murderers is what you want. They have longer range, greater damage and all around oomph (the only downsides: they have high thermal load and you cannot anti-Guardian zone resistance them). Also they are not a one-time unlock but you need to have the materials for as much of them as you want.
First, I want to second your advice to Thinder here. I think modShards are a good fit for the playstyle being sought after.
Second, I'm emphasizing that last statement: modShards have to be unlocked one-at-a-time with the necessary materials. Materials -> Broker -> one single modShard in Outfitting for you to equip.
Lastly, I've been wanting to start this debate/discussion for a while, so here goes....
I really love Gauss Cannons. I know modShards are more versatile and can be effective against many different types of targets, but the joy of sniping with Gauss is just so satisfying. And, technically, in the right hands Gauss is better. (And... let the debate commence. Muhahaha)
Quieting the potential debate before it even begins (again?) though: Everyone is going to have a different preferred playstyle. I really enjoy sniping. In so many different games, that approach to combat is just my preference. I have friends who rightly dread and try to prevent the moment I get my hands on a sniper rifle in an FPS. So, of course, "to each their own", but also... [enter leaning around try rubbing hands licking lips meme]... I'll take 20 minutes of slowly sniping an Interceptor solo over 20 minutes of killing hordes of scouts.
Again, just to circle back: modShards are the right choice for killing things fast, brutally, and with minimal ship-management.
Now, if you want to slowly and deliciously pluck the petals on that space flower one by one, well, welcome to the club.
06 Dec 2024, 9:58pm
RawnuThinder
I'm on my way to Synuefe EU-Q c21-10 to collect the Guardian Weapon Blueprints in order to unlock the Guardian Shard Cannons, but my AX shieldless Corvette is equipped with Gauss Cannon, Once I have both ships Op, I'll be able to compare their efficiency.
I never needed to use FA-OFF in human CZs or bounty hunting, I might give it a go.
Be aware that the modified Guardian Shards you get from our favorite mass murderers is what you want. They have longer range, greater damage and all around oomph (the only downsides: they have high thermal load and you cannot anti-Guardian zone resistance them). Also they are not a one-time unlock but you need to have the materials for as much of them as you want.
I already have 3 out of 6 Guardian Weapon blueprint and I'll get the rest after a (long) break...
Indy
Again, just to circle back: modShards are the right choice for killing things fast, brutally, and with minimal ship-management.
Now, if you want to slowly and deliciously pluck the petals on that space flower one by one, well, welcome to the club.
It's not the first Modified Guardian Weapon I will unlock. The only problem is the time it takes to do it but I'm used to the drill for unlocking them after the Guardian Plasma Charger and Gauss.
modShards as you say are perhaps better suited to my actual level of skill, although again, without those swarm of Scouts I would have killed at least one Interceptor with Gauss.
I need a break, I've been at it for too long, I'm losing focus. See you guys later and thanks again for your advises!
06 Dec 2024, 10:04pm
Kasumi GotoPro tip - fighting three Hydras at the same time in solo play and in an FDL is pure pain in one of its most unadulterated forms.
Why am I doing this, because I either am too much of a masochist or have too much pain tolerance.
And I am evidently not doing that again because the game made me fail only because of its idiotic stupidity.
06 Dec 2024, 11:35pm
07 Dec 2024, 1:45am
Franz EberhoferCocijo's attack on Sol is the paradise for gankers. They enjoy it to the very bottoms of their hearts.
Ah, that must be the "intended audience" I overlooked in my previous comment.
07 Dec 2024, 1:04pm
At least, it's entertaining. Good luck and happy hunting.
See you at the Sirius system... or not.
Last edit: 07 Dec 2024, 1:43pm
07 Dec 2024, 1:33pm
ThinderI never needed to use FA-OFF in human CZs or bounty hunting, I might give it a go.Snobs and elitists are going to
07 Dec 2024, 1:38pm
MeowersThinderI never needed to use FA-OFF in human CZs or bounty hunting, I might give it a go.
Snobs and elitists are going tohatechuckle, smirking condescendingly at the following words, in an attempt to mask their deep resentment... But FA-Off isn't the only way. It is a way, but not the only one. So nothing is lost for you if it turns out it's not your thing.
At the risk of being a snobby elitist you can't really deny that FA off does provide superior turning ability which, to be fair, is not nothing.
Though it's true you can have a great time without it and get on just fine it would be wrong to say that FA off doesn't give you an advantage.
07 Dec 2024, 3:37pm
Bainsey7MeowersThinderI never needed to use FA-OFF in human CZs or bounty hunting, I might give it a go.
Snobs and elitists are going tohatechuckle, smirking condescendingly at the following words, in an attempt to mask their deep resentment... But FA-Off isn't the only way. It is a way, but not the only one. So nothing is lost for you if it turns out it's not your thing.
At the risk of being a snobby elitist you can't really deny that FA off does provide superior turning ability which, to be fair, is not nothing.
Though it's true you can have a great time without it and get on just fine it would be wrong to say that FA off doesn't give you an advantage.
It's the same principle than the hypermaneuverability of F-22 for example, what it doesn't do is to increase your turn rates, just to keep rotating around the chosen axis, but the turn rates (rotation) on all axis remains the same.
In a 1 vs 1 scenario it might be an advantage but since it make of you a predictable target on your velocity vector this is where the advantage ends vs multiple targets.
It's the equivalent of post-stall maneuvers without aerodynamics and drag slowing you down (and gravity playing its role too).
The game is based on physics, it's mass vs thrust, FA-OFF doesn't increase thrust.
>>>>>>
On a different note: I have finished the Anaconda fitting, now the hard part starts, engineering and I'm short in materials especially Raw.
Last edit: 07 Dec 2024, 4:06pm
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