COMPLETED CG Maintain Security in Xi Wangda (Bounty Hunting)

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All this and Combat ELITE gained. Plus growing confidence in my anti-hooman NPC combat suite. Overall a plus.

Went out to a CNB and shot down a Deadly Type 10 to celebrate. 😜

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I think we wouldn't be so disappointed if the weapon was engineered with
Overcharged + Armour Piercing, without Auto Loader,
Auto Loader + Armour Piercing, without the Overcharge,
or even if it was just
additional Armour Piercing, without Overcharge nor Auto Loader.

There's no point in using this weapon against Basilisk and higher because it simply lacks Armour Piercing.
There's no point in filing them up with premium ammo because the premium only adds 10% extra damage without any additional piercing.
Basilisk and higher goid vessels simply will not take any damage from AX multi-cannons unless you bump up the piercing rate somehow.

And if you were going after Scouts, Cyclops, and Glaives, yes, it might be slightly better than the previous AX multi-cannons, but it's not enough (in my opinion) to hold a full event.

No wonder Azimuth asked us for Rums to be delivered because they'll need the guests to be drunk if they want any contracts to be signed.
 
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What's a dependable way of running into Glaives? When I'm hyperdicted on the way to a Thargoid system I seem to keep coming up against Interceptors these days, or have no hyperdiction at all.
 
I think we wouldn't be so disappointed if the weapon was engineered with
Overcharged + Armour Piercing, without Auto Loader,
Auto Loader + Armour Piercing, without the Overcharge,
or even if it was just
additional Armour Piercing, without Overcharge nor Auto Loader.

There's no point in using this weapon against Basilisk and higher because it simply lacks Armour Piercing.
There's no point in filing them up with premium ammo because the premium only adds 10% extra damage without any additional piercing.
Basilisk and higher goid vessels simply will not take any damage from AX multi-cannons unless you bump up the piercing rate somehow.

And if you were going after Scouts, Cyclops, and Glaives, yes, it might be slightly better than the previous AX multi-cannons, but it's not enough (in my opinion) to hold a full event.

No wonder Azimuth asked us for Rums to be delivered because they'll need the guests to be drunk if they want any contracts to be signed.

If we want to kill Cyclops, Six Shard Cannons is much better. And thermal load of new AX MC is much worse than I expected considering +10% damage.

I think some CG Rums were smuggled into FDev :)
 
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One has to ask, how did this engineering go so wrong? Lets compare a grade 5 Overcharged Multi-Cannon with a grade 5 Overcharged AX Multi-Cannon.
Overcharged Grade 5​
MC​
AX MC​
Clip size (less is bad)​
-15%​
0%​
Damage (less is bad)​
70%​
10%​
Distributor Draw (more is bad)​
35%​
0%​
Thermal Load (more is bad)​
15%​
300%​
Power Draw (more is bad)​
0%​
75%​

I like an auto-loader, but those stats really aren't an upgrade to the previous Enhanced AX Multi-Cannon in my opinion.

I'd prefer an option to engineer human AX weapons, but with a crazy hard upgrade requirements. Give us a CG to unlock each grade per weapon perhaps. Give me some long term objectives and I might have something to entertain myself for a while (I'll take some grind with a side order of grind please). It could perhaps require a Weapon Schematic for each spin of the upgrade wheel. I know I know, make use of schematics that were added to the game over 2 years ago which do nothing, what am I thinking about, time for my meds!

edit: correction made to table as flagged by Northpin, thanks for correcting me. :)
 
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Weird
One has to ask, how did this engineering go so wrong? Lets compare a grade 5 Overcharged Multi-Cannon with a grade 5 Overcharged AX Multi-Cannon.

Overcharged Grade 5​
MC​
AX MC​
Clip size (less is bad)​
-15%​
0%​
Damage (less is bad)​
+70%​
+10%​
Distributor Draw (more is bad)​
+35%​
+75%​
Thermal Load (more is bad)​
+15%​
+300%​

I like an auto-loader, but those stats really aren't an upgrade to the previous Enhanced AX Multi-Cannon in my opinion.

I'd prefer an option to engineer human AX weapons, but with a crazy hard upgrade requirements. Give us a CG to unlock each grade per weapon perhaps. Give me some long term objectives and I might have something to entertain myself for a while (I'll take some grind with a side order of grind please). It could perhaps require a Weapon Schematic for each spin of the upgrade wheel. I know I know, make use of schematics that were added to the game over 2 years ago which do nothing, what am I thinking about, time for my meds!

not to be pedantic, but it's power draw not distributer draw (which is worse imo than increasing the distributor draw)
 
I'd prefer an option to engineer human AX weapons, but with a crazy hard upgrade requirements. Give us a CG to unlock each grade per weapon perhaps.
There's already a mechanism to unlock engineer grades - they can set a (ship) engineer to have different current and maximum grades possible for a module, and then as people engineer those modules, it levels up the engineer research as well in near-real-time and eventually unlocks the higher grades.

(The current balancing is set for the Colonia population and needing to level up all 38 modules, so would probably be done in a day for a couple of weapon types in the bubble - but they could adjust that a bit before turning it on)
 
I'd prefer an option to engineer human AX weapons, but with a crazy hard upgrade requirements. Give us a CG to unlock each grade per weapon perhaps. Give me some long term objectives and I might have something to entertain myself for a while (I'll take some grind with a side order of grind please). It could perhaps require a Weapon Schematic for each spin of the upgrade wheel. I know I know, make use of schematics that were added to the game over 2 years ago which do nothing, what am I thinking about, time for my meds!
Give us gimballed advanced multi cannons! It has built in grind with the ammo synth thing.

Unfortunatley I think the engineered EAX would still be superior due to shot speed and it's not like you'd want any other engineering than overcharged on it anyway.
 
There's already a mechanism to unlock engineer grades - they can set a (ship) engineer to have different current and maximum grades possible for a module, and then as people engineer those modules, it levels up the engineer research as well in near-real-time and eventually unlocks the higher grades.

(The current balancing is set for the Colonia population and needing to level up all 38 modules, so would probably be done in a day for a couple of weapon types in the bubble - but they could adjust that a bit before turning it on)

I'm aware of that mechanic, I flew out there to get the grade 4 shield cell banks. I find the mechanic a little passive, is there a way of knowing when the next upgrade option will be made available? The occasional CG to drive us past a specific milestone would spice it up a little.

Everything FDev need to deliver this is already to hand, they could do with being a little creative and make it hard for us to achieve. How about an engineer on a FC who flies off to random systems and we need to do missions to find their current location. I want some personal narrative, with or without the horses head. :)

But to keep on topic, is it safe to say we'd prefer this to have been a grade 1 engineering unlock for the basic AXMC? With the hope that future efforts would unlock grade 1 something else, or grade 2 AXMC? They could drag this out for years and we'd keep playing along. The ever growing list of pre-engineered items doesn't seem to work over the long term.
 
I find the mechanic a little passive, is there a way of knowing when the next upgrade option will be made available?
If the engineer isn't already at maximum on everything, there's a local news article at the base showing progress to the next level to the nearest 5%. Would have been better as nearest 1% for the slower-progressing ones but it was good enough to keep track.

It had interesting combinations of passive and active - for blueprints which were reasonably useful at low level (or at all) they tended to go up fairly passively as people used them naturally. For others, they needed a bit of active planned rolling to get them to G3 or so, then they went very quickly from there as people found it useful. (And the not very useful ones needed actively pushing along the whole way, but if we hadn't been feeling so completionist about it we'd probably just have left them alone)

The ever growing list of pre-engineered items doesn't seem to work over the long term.
And the complexity where some tech broker items are pay-to-unlock and some are pay-per-item doesn't help either.
 
But to keep on topic, is it safe to say we'd prefer this to have been a grade 1 engineering unlock for the basic AXMC? With the hope that future efforts would unlock grade 1 something else, or grade 2 AXMC? They could drag this out for years and we'd keep playing along. The ever growing list of pre-engineered items doesn't seem to work over the long term.
advanced ax weapons are already engineerable... azimuth couldve taken out the need to synt ax ammo every time, put in a gimball and id be stoked. pre-engineer them with autoloader and i would c... cheer.
but my suspicion is that these were meant mainly for a very specific situations and builds and commanders. might consider them a "patch"
 
advanced ax weapons are already engineerable... azimuth couldve taken out the need to synt ax ammo every time, put in a gimball and id be stoked. pre-engineer them with autoloader and i would c... cheer.
but my suspicion is that these were meant mainly for a very specific situations and builds and commanders. might consider them a "patch"
You cannot take an AX weapon to an engineer and modify them. You can purchase them pre-engineered. Those are very different things, and the modifications we are being offered on AX weapons are far inferior to the engineering offered to standard weapons.
 
You cannot take an AX weapon to an engineer and modify them. You can purchase them pre-engineered. Those are very different things, and the modifications we are being offered on AX weapons are far inferior to the engineering offered to standard weapons.

i think @Shadowsnog was referring to advanced MC that have the ability to synth ax-capable ammo
 
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