This subsection does not show a lot of love to it's topic, it seems. Even after a short google search I can't find much info about all that experimental weapons from the tech-brokers. Did I miss something or is there a black hole of info about in-game experiences and detailed stats for these modules? edit: at least Coriolis has all the stats, but I am really not too much into statistics and numbers, I'd rather have those weapons strengths and weaknesses described in words out of experience in actual in-game use.
I am still in the Guardian systems activating pylons, scanning data and shooting Guardian drones. My goal is to outfit one of my ships with the best of the experimental stuff. I'd like to have a ship that can do AX-combat and also can hold it's own in PvP-combat. Given, I do this unlocking at a very slow pace. My sanity can't tolerate doing a lot of this "archeology" at a time...
So, does anyone know if there is some experience with this?
I'll list all experimental modules I found on Inara:
Human Tech
Remote Release Flechette Launcher
(fixed, turr, class 2) | I used this for AX-fighting against Thargons. I have heard that those may be effective for PvP-combat too, but forgot details. I think some believe they do high module damage... maybe good for pirating? |
Shock Cannon
(fixed, gimb, turr, class 1-3) | no experience, heard they are MC/Cannon hybrid, good kinetic damage, fast RoF, but not much ammo
link to discussion |
Enzyme Missile Rack
(fixed, class 2)
| no experience, wiki says they are ineffective for AX-fight, but deal corrosive damage on human ships. Any news if this has proven relevant for PvP-combat? |
Meta Alloy Hull Reinforcement | Protection against caustic weapons. Good in AX-fight. PvP combat: mostly useless? |
Corrosion Resistant Cargo Rack (4E) | Good for AX-scientists and some missions that require the transport of caustic thargoid matter |
Guardian Modules
Guardian FSD Booster
| People seem to like it. |
Guardian Hull Reinforcement | * |
Guardian Hybrid Power Distributor | * |
Guardian Module Reinforcement | * |
Guardian Power Plant | I think this was bugged and removed some time. Is it working as intended now? |
Guardian Shield Reinforcement | * |
Guardian SLF's | XG7, XG8, XG9 |
* Basically the Guardian Modules are good for AX-fighting, because of higher caustic resistance. What I want to know: Are they viable in human PvP combat too?
Same about the Guardian SLF's...
Guardian Weapons
Guardian Gauss Cannon
(fixed, class 1-2) | The Guardian Rail-Gun. The go-to weapon for AX-fight. More heat, more power. Seems legit for PvP too. I have no experience with it though. link to some discussion |
Guardina Plasma Charger (fixed,turr, class 1-3) | A bit like engineered APA's. I use this on my Anaconda, although it would profit from a more agile ship. I like it's charge and shoot upon release mechanic. Does work in AX-fight too. Also it's pretty effective in PvE. I really like it. I can imagine it's neat in PvP-Combat too. |
Guardian Shard Cannon
(fixed, turr, class 1-3)
| The Guardians version of a shotgun ...err frag-cannon. No idea how it is compared to the classical frag or pacifier we know. As all guardian tech, it works against Thargoids. |
And for completeness' sake there are also: AX Multicannon, AX Missile, Xeno-Scanner, Shutdown Field Neutraliser, the research-limpet and the anti-corrosion limpet, oh and there is also the AX SLF.
If anyone has some more detailed info and experiences with this tech, please post.
My impression is, that the experimental weapons might not exceed their max-engineered counterparts - but they have one important advantage (beside the AX-capabilities of the Guardian stuff): once their "personal narrative" is unlocked they can be purchased over and over again without any fuss. This is why I think the experimental weapons deserve a more detailed examination here. They might be a very good alternative for those who don't like to tinker with the engineers a lot and prefer to spend a one-time investment in "archeology" or "rare commodity fund raising" and then be done with it.
Also is the limit of 4 experimental modules on any ship still true? Does this include Guardian modules, or only weapons? I think I know quite sure the Xeno-Scanner and Corrosion Resistant Cargo don't add to the experimental cap. Also the Remote-Releas flak does not count to this limit and I am not sure about the Shock Cannon and SLF's. Correct me if I am wrong and if anybody knows, fill me up what exactly is governed by the "4 experimentals" only rule.
I know Guardian Weapons do count to the limit as well as the "old" AX-Weapons.
So if I remember right only: AX Multicannon, AX Missiles, and the 3 Guardian Weapons count to that limit, right?