I'm not even going to bother with the conflict phase, once the trading phase is complete I'm heading back to the bubble.
If we all work together against the common enemy ....... we can do this ..... the game must be a draw (match fixing unintended of course)![]()
Empire pilots allready helped the indis reach the current CG tier 2...Just like Imperial pilots would support an indie faction to stomp a federal one.
And a draw wouldn't work anyway. Pretty sure adversarial CGs showed that same rank doesn't mean it's a draw and getting the exact result to the last credit is impossible.
War CGs are decided on combat bonds handed in not tiers, its not possible to draw... so its a pipe dream any way...If we all work together against the common enemy ....... we can do this ..... the game must be a draw (match fixing unintended of course)![]()
Empire pilots allready helped the indis reach the current CG tier 2...
Some even posted help videos, so those who hate SRV driving could help the indi faction...
And maybe take our the swarm too, now that would be nice!I'd sooner have an AX point defense that's capable of taking out those caustic missile's.
likely be easier to get in to top 10%, if you go that way... If you have the right combat shipI might go with missiles
yea but the syn mats option only requires 279ly not 800ly of jumps, the mid point system is were you collect mats now not the long jump...So the missiles are the slightly less rubbish option.![]()
AFAIK missiles don't inherit speed of the ship they were launched from.I'm leaning toward the missile option. We already have AX Mcs, and I can envisage a niche for fast smaller ships in a supporting role with missiles. I fancy bringing my 750m/s Courier with three missile launchers to support a wing - missile flybys at max speed.
AFAIK missiles don't inherit speed of the ship they were launched from.
If you have Guardian Gauss unlocked, you'd be more useful to mount center hardpoint and one of the nacelles with it. Other nacelle should have flak launcher.
Or all 3 should be gauss, but that is quite wide hit spread, you will probably hit with only 2 of them. And they are hitscan.
The new anti-thargoid weapons are de-facto useful only for ships with enough spare hardpoints.
But because the flak is important and thermal vent beam very useful, it is probably only T10 that still has enough free hardpoints. But that ship is - diplomatically said - not very useful for direct thargoid interceptor neutralization operations.
Or for people who don't bother to unlock gauss - but I don't understand why, because you have to grind guardian mats for reloads (even more of them), so why not just grind for gauss - it won't take longer and you are in better position to fight thargoids than with advanced weapons.
My take on those new weapons is that unless FDev changes them, they won't be used a lot - even the missile that is better than MC.
If you think ax builds are all about the weapons then it's probably as well they designed the new additions the way they are....I was excited about these until I learned there were no gimballed version, and no heat seeking version.
I was hoping I could actually load out my ship with weapons, and then swap them to AX mode if I happened upon Thargoids.
I don't think that is going to work out, as they seem to have been designed as extra weapons added on top of your current AX build. I just want to be able to fly about and do whatever comes up without having to spend half the play time re-modding my ship for the activity I saw a while ago which then isn't around once I get the ship I need for it.
If you think ax builds are all about the weapons then it's probably as well they designed the new additions the way they are....