New T10

Has anyone tried the T10 assembly with stabilizers?
1. This ship has 4 class 4 slots.
2. This ship has a lot of hull.
3. This ship has the strongest hull in the game (75)
 
I built one tonight. No engineering.

Class 5 stabilizer.
4X C3 Gimbaled Enhanced AX MC.
2X C2 Enhanced AX Rockets.
No shields. Hull is like 3200HP. AX fighter is installed, but not used yet.

I am able to kill Cyclops with little worry. Just a minute or less to exert a heart, and then less than a minute to destroy that heart. A very different experience than my other AX ships.

The difficulty (for me) is low speed. Boost is only like 220, so that means I no longer am in control of when the fight starts and stops. Sometimes I cannot move fast enough to complete a scan with the 2KM Enhanced Xeno scanner, even with repeated boost. And I cannot disengage under any circumstances. Even dumping heat sinks like toast out of a toaster oven, staying below 20% thermal. There doesn't seem to be enough vertical thruster authority to throw off the Interceptor's aim while I'm cold. And thus I seem to take a lot of damage, but still survivable against a Cyclops.

I spent lots of time in the yellow lighting bolt. Firing AX MCs and Rockets into the Cyclops face point blank, and even taking out hearts from there.

The ship is effective. I never lost a combat/ship to any Cyclops I engaged (I killed them all). Even with all the time stuck in the lightning.

However, a Hydra I was trying to avoid spotted me, and destroyed my T10 in less than 1 minute or so. I was in an AXCZ tonght, and when the double Hydra appeared, I had landed to repair. There were 4 other skillful CMDRs there, so why not try? I launch (100% hull) and immediately realized the other CMDRs all had left. I was cut down to 31% hull before I could make a single, huge, slow circle and back down to the pad. Feels like landing takes longer than killing a Cyclops.

One other difficulty is drift. Trying to land the T10 under fire, wow does it drift. Into the ground, into the pad. Drift. However, this is very possible to mark up to bad piloting (along with my other difficulties).
 
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I engineered a T10 for anti xeno killing. I engineered dirty drives with the drag drive experimental which only gave me a boost speed of 235 (not fast enough). My problem is when I get interdicted on the way to the AX conflict zone I can't escape the Thargoid Interceptor(s).
 

rootsrat

Volunteer Moderator
Has anyone tried the T10 assembly with stabilizers?
1. This ship has 4 class 4 slots.
2. This ship has a lot of hull.
3. This ship has the strongest hull in the game (75)
This is my build, but I reckon it will need a few adjustments, per my AX friends advice :)


The blank spots are enhanced AX MC's, Stabiliser and Enchaned Xeno Scanner.
 
One other difficulty is drift. Trying to land the T10 under fire, wow does it drift. Into the ground, into the pad. Drift. However, this is very possible to mark up to bad piloting (along with my other difficulties).
Did you turn Rotational Correction off in your Ship's menu? Always turn that off when dealing with ground settlements and Fleet Carriers. The reduced thrust bug when Rotational Correction is on can even cause problems for agile ships like a FAS or Challenger at grounds sites - landing is more problematic and maneuvering is just worse. I wish to god they would fix this bug!
 
I did not, thanks for the advice. I've not revisited the T10 yet, but will check this next time. I am just setting up a Cutter build, so worthwhile on this ship, too. Quite drift prone.
 
This is my build which is fine with cyclops, and basilisk but generally too slow to escape anything. Medusas I do a heart at a time then head into port while I can help with hydras so long as I can get within range.

The multicannons will destroy any exerted hearts almost as well as they shred hearts scouts, and I'm pretty sure they help with medusa hull as I don't think the small gauss do all the work there. They don't seem to do anything other than tickle hydra hulls though.
 
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