Returning Player - Several Questions Regarding AX Missions

FYI, since my original post, I've accumulated plenty of "Massive Energy Surge Analytics" just by getting hit by the Banshees doing AX Restoration missions. It helps that they apparently fixed the bug where you only got 1 data per instance instead of the usual 3. I'm up to 40 now and climbing, so I have plenty.

However, I now have two more questions I'm hoping people can answer:
  1. Is there any reason to install a Thargoid Pulse Neutralizer, instead of a Shutdown Neutralizer, other than to enter pass through the wave and get to a Titan? I know the former also protects you against Bansee's shutdown flak, and the latter doesn't, but that flak's shutdown is so short why bother?

    Worse, it seems that the TPN has a range of 0 (versus 3000 m for the old Shutdown Neutralizer) and you can't keep the charge active as long. Everytime I use the TPN it automatically stops and enters reload status after about 2-3 seconds, even if I have SYS capacity remaining. The Shutdown Neutralizer, on the other hand, is far more forgiving and you can keep it active as long as you have power in SYS... then it enters reload state.

    So am I wrong, or is the TPN just not worth it EXCEPT for when entering the Maelstrom?

  2. Has anyone been able to engineer an 2+ seater ship to outrun a Glaive? I've got an imperial courier that boosts to 840 and cruises at 613, so I'm covered when playing solo. But using ED shipyard or Coriolis, I can't seem to equip/engineer anything that can out run a Glaive's 750 boost speed. If anyone has accomplished this, please share your build. Thanks.
 
Is there any reason to install a Thargoid Pulse Neutralizer, instead of a Shutdown Neutralizer, other than to enter pass through the wave and get to a Titan?

Given your understanding of the Banshee, no other reason!


Has anyone been able to engineer an 2+ seater ship to outrun a Glaive?

Sorting by Thrusters size, unfortunately the only 2-seat starship which can fit Enhanced Performance is the Adder, which will reach only 745 below the minimum mass threshold.
 
Sorting by Thrusters size, unfortunately the only 2-seat starship which can fit Enhanced Performance is the Adder, which will reach only 745 below the minimum mass threshold.
Thanks for confirming. That was the only one I could get close to the necessary speed.

I suppose a Clipper or Orca will work, if I'm willing to always high wake out, as they can outrun the shutdown missile. Not a great solution, though.
 
Or you can use a big ship with MLF>20, charge the ECM as soon as you get the missile warning, and low-wake out before the Glaive can do much damage.
Ok, that's the critical piece of information I've been missing - even the wikis seem to lack information on the mass lock factor of Glaives and Scythes. I know the big interceptors are MLF 30, but if the hunters are only MLF 20 then I can use an Anaconda/Cutter/Corvette to avoid them.

Though that being said, my AX Anaconda easily demolishes Glaives. What it has to worry about are the Interceptors and if they get too close before I can low wake (mostly a problem when leaving the planet).
 
Ok, that's the critical piece of information I've been missing - even the wikis seem to lack information on the mass lock factor of Glaives and Scythes. I know the big interceptors are MLF 30, but if the hunters are only MLF 20 then I can use an Anaconda/Cutter/Corvette to avoid them.
I found this information on the Canonn Research site. (All it took was searching the wide Web for “glaive mass lock factor”, though. ;))

If you did try low-waking while being chased by a Glaive in a smaller ship, the game did tell you what the MLF[*] was; but I can understand it can be difficult to notice when you’re being shredded 😁 [**]

[*] The game does not actually refer to this as a “mass lock factor” (in the in-game terminology, being mass-locked means being unable to use the FSD at all), but that is the name everyone seems to be using.
[**] Which is why I record all my ED plays with OBS. Even though I delete most of the recordings afterwards, once in a while I record something worth reviewing later.


Though that being said, my AX Anaconda easily demolishes Glaives. What it has to worry about are the Interceptors and if they get too close before I can low wake (mostly a problem when leaving the planet).
Yeah, the Annie (as I like to call her) is a bit weak against Interceptors, being shortchanged in both speed and shields. At least, when planetside, you don’t have to worry about Thargons ruining your day. (I think a well-equipped Annie should be able to easily take on a Cyclops planetside, but I wouldn’t try anything stronger than that.)
Anyway, these days, I use an iCutter for AX stuff.
 
I think a well-equipped Annie should be able to easily take on a Cyclops planetside, but I wouldn’t try anything stronger than that.
I hear a six modshard/plasma Conda can actually make a worthwhile opponent to a Hydra(not sure I’d try one with gauss though), rather than just clubbing Cyclops with it all day, but I’ve yet to try such myself.

(Might recommend having some backup. Last time I flew a Corvette with 5 modshards against a Medusa, I ended the fight with all shield cells burned, two reboots and 21% hull, with others to distract it now and then. Though I also didn’t have any limpets or AFMU.)
 
I found this information on the Canonn Research site. (All it took was searching the wide Web for “glaive mass lock factor”, though. ;))

If you did try low-waking while being chased by a Glaive in a smaller ship, the game did tell you what the MLF[*] was; but I can understand it can be difficult to notice when you’re being shredded 😁 [**]

[*] The game does not actually refer to this as a “mass lock factor” (in the in-game terminology, being mass-locked means being unable to use the FSD at all), but that is the name everyone seems to be using.
[**] Which is why I record all my ED plays with OBS. Even though I delete most of the recordings afterwards, once in a while I record something worth reviewing later.



Yeah, the Annie (as I like to call her) is a bit weak against Interceptors, being shortchanged in both speed and shields. At least, when planetside, you don’t have to worry about Thargons ruining your day. (I think a well-equipped Annie should be able to easily take on a Cyclops planetside, but I wouldn’t try anything stronger than that.)
Anyway, these days, I use an iCutter for AX stuff.
Well I did do multiple web searches, but I never find that information. Go figure.

And yeah, I was too busy trying to get away to check the MLF. Or busy blowing them up... depending on the ship.

My Anaconda can handle a Cyclops on the ground (maybe even in space). But then I might be too damaged to handle Glaives if I run into them. Honestly, I just don't want to fight the interceptors in that ship (six AX multicannons (the 2 mediums being the pre-engineered ones)) unless I'm actively choosing to do so.

I hear a six modshard/plasma Conda can actually make a worthwhile opponent to a Hydra(not sure I’d try one with gauss though), rather than just clubbing Cyclops with it all day, but I’ve yet to try such myself.

(Might recommend having some backup. Last time I flew a Corvette with 5 modshards against a Medusa, I ended the fight with all shield cells burned, two reboots and 21% hull, with others to distract it now and then. Though I also didn’t have any limpets or AFMU.)
Oh yes, if I put my Guardian weapons on the ship, they'll shred a Cyclops and a Basilisk. But then those weapons go poof when a Glaive appears, so I still the multicannons.

I'm looking at building a Cutter for this (have a spare sitting in storage waiting to be outfitted/engineered). Should be fun.
 
I hear a six modshard/plasma Conda can actually make a worthwhile opponent to a Hydra(not sure I’d try one with gauss though), rather than just clubbing Cyclops with it all day, but I’ve yet to try such myself.
In invasions, where there is an active station to dock at after each heart to repair all the damage, sure. But otherwise no; this is why all the 6-shard builds have practically disappeared from being used in CZs these days.
 
In invasions, where there is an active station to dock at after each heart to repair all the damage, sure. But otherwise no; this is why all the 6-shard builds have practically disappeared from being used in CZs these days.
Fair enough. It’s been a while since I participated in any AX CZs, so I wasn’t aware of that.

(And yeah, Glaives are definitely a bit of a pain in regards to Guardian weapons. Or any other Guardian modules [with a health pool] for that matter.)

But then those weapons go poof when a Glaive appears, so I still the multicannons.
On that notion, that’s(Glaives are) one reason I’m still not sure how I would go about outfitting a ship for AX in CZs now, for interceptor combat(if it’s a more supportive build with AX multis, easy). Especially a medium which only has so many spots, both for weapons and optionals. But, a different subject of its own, that (probably).

That said, if you go around with a Conda and have to evade an interceptor, a relatively simple way to obtain the necessary distance to low wake is to do the ‘boost flip’(as I call it). Simply toggle FA off, slow down to about 100 m/s and boost in the opposite direction of the Interceptor(and either drop a heatsink or toggle silent running while applying some vertical thrust). Even for the ‘slower’ types it works pretty well, and is simpler to pull off than fighting.

Do avoid pointing toward the ground of a planet too much if you do this near a surface.
 
In invasions, where there is an active station to dock at after each heart to repair all the damage, sure. But otherwise no; this is why all the 6-shard builds have practically disappeared from being used in CZs these days.

Probably also true for my 5-shard Krait build 🤷🏽‍♂️. I changed that to 5 Azimuth AX MCs, but this is kind of boring, and you can forget it vs Hydras. Are there now only Cutter builds that are good vs hydras and are they using a mixture of Guardian and non Guardian weapons for that?
 
Are there now only Cutter builds that are good vs hydras and are they using a mixture of Guardian and non Guardian weapons for that?
I was personally thinking it could be possible to make a Krait work with 3 gauss and 2 S3 multis. Use the gauss for exertion(as you won’t need to do precise targeting on the heart, shouldn’t be an issue), then go for the heart with multis.

Though it might only be good in practice. I’ve no idea if even two C3 AX multis could do sufficient damage to a Hydra heart to take it out in the exertion window. And you wouldn’t be able to take a beam laser for shield stripping. Of course, utilities are also a matter, but 2 heatsinks could theoretically work out(unless you want to take risks with dropping a field neutralizer for CZs).

I haven’t thought of whether a ‘hybrid’ setup of this kind would be more viable on another medium ship. Might have to consult edsy for the hardpoint availability and other relevant stats(speed, namely).

(And I’m personally of the opinion the standard AX weaponry is a bit eh for Interceptor killing, but that’s a different subject of its own.)
 
3 Shards and 2 large Azimuth Multis might be even better in theory, as you can exert with the Shards and snipe hearts with them.
 
3 Shards and 2 large Azimuth Multis might be even better in theory, as you can exert with the Shards and snipe hearts with them.
Theoretically, until you start dealing with Hydras and (more limitedly) Medusas. You’re already stretching the modshards to their limit with four of them (mediums) on a ship for those two, especially on the initial hearts, unless you’ve got some good backup. (Most of the time I spent in AX CZs within the Bubble, I’d either have no backup against the Hydras, or only get “help” drawing it away when I was not obliterated in 10 seconds by it and the first heart was exerted, or close to it.)

Though I do prefer them over gauss and even plasmas due to those two requiring more precision aim. And gauss’s (comparatively) very low ammo cap(of course not an issue with the plasmas). Multis would also help with Glaive and/or Scout disposal where necessary without being completely helpless when the Glaives show up.

(Now when are we getting some other tech than the pulse neutralizer based off of the unclassified relic?)
 
Theoretically, until you start dealing with Hydras and (more limitedly) Medusas. You’re already stretching the modshards to their limit with four of them (mediums) on a ship for those two, especially on the initial hearts, unless you’ve got some good backup. (Most of the time I spent in AX CZs within the Bubble, I’d either have no backup against the Hydras, or only get “help” drawing it away when I was not obliterated in 10 seconds by it and the first heart was exerted, or close to it.)

Though I do prefer them over gauss and even plasmas due to those two requiring more precision aim. And gauss’s (comparatively) very low ammo cap(of course not an issue with the plasmas). Multis would also help with Glaive and/or Scout disposal where necessary without being completely helpless when the Glaives show up.

(Now when are we getting some other tech than the pulse neutralizer based off of the unclassified relic?)
Ok. Aren't Guardian plasma chargers said to bei better in exerting Hearts than Gauss?
 
Ok. Aren't Guardian plasma chargers said to bei better in exerting Hearts than Gauss?
For a Cyclops, probably(not something I tested), but they definitely start suffering from a damage penalty on Basilisk and upward(as their piercing for the C2 is 110), so I think the gauss might still hold the advantage there.

Also slightly dislike plasma chargers’ tendency to set off a Cyclops’ panic shield once it’s lost… two? hearts. Another reason I eventually replaced them with modshards.
 
Ok. Aren't Guardian plasma chargers said to bei better in exerting Hearts than Gauss?

Very much so! The Plasma Piercing is not that far behind the Gauss, the charged damage is much higher, the heat is much lower, the shot alignment need not coincide with the charge completion, and the ammunition is far more plentiful. The biggest disadvantages are the sooner fall-off and the view-obstructing energy clouds. Arguably the shot speed could be a disadvantage, but with trailing sights it is merely different more so than worse. The Plasma is quite fine for exposing petals all the way up to attacking a Hydra!

Kira Goto is quite correct about versus Cyclops; without that much Piercing disadvantage, the Plasma is so powerful and the Cyclops hull light enough that one Commander needs to be careful and use partial charges or fewer simultaneous strikes later in the battle. A common sight is 2–3 Commanders destroying a Cyclops completely with Plasma volleys, and during the time of weekly Invasions I witnessed a small army of Commanders evoke a Hydra shield that way.
 
3 Shards and 2 large Azimuth Multis might be even better in theory, as you can exert with the Shards and snipe hearts with them.
Theoretically, until you start dealing with Hydras and (more limitedly) Medusas. You’re already stretching the modshards to their limit with four of them (mediums) on a ship for those two, especially on the initial hearts, unless you’ve got some good backup. (Most of the time I spent in AX CZs within the Bubble, I’d either have no backup against the Hydras, or only get “help” drawing it away when I was not obliterated in 10 seconds by it and the first heart was exerted, or close to it.)
With premium ammo, 3 medium modshards are quite sufficient to exert the first heart of a Hydra. Reviewing a recording I made a few days ago, I see that each shot that fully landed within the 1.5 km falloff range did about 2% of hull damage, so 12–15 shots (depending on how cooperative the Hydra was) did the trick. Assuming the premium synthesis enhances only the damage stat, with basic ammo it should take 20–25 shots, I think.

Destroying Hydra’s heart with two 3C Enhanced AX MCs is another matter. I had 3 pre-engineered ones and it was still a hit-and-miss, even with a help of the modshards (a well-aimed modshard shot could take out more than 10% of Hydra’s heart). That said, iCutter is not exactly known for its manoeuvrability. It was no big issue, either — I could always re-exert the heart and then finish it. It was a planetside CZ, so it was quite easy to repair, rearm & regenerate shields when necessary.

(BTW, the advice I give here generally assumes no other players in the instance, which is the norm for me. I do not think I would dare to take on a Hydra solo in space, and certainly not without a port nearby to land on; those Thargon swarms are pretty nasty, and I lack the skills to fight them.)
 
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