Ships I need your help building an AX Ship and go for the goids

Hello All,

i´m new at the forum, but not new at the game. Due to the awesome console to PC transfer i found my motivation again to play ED. The graphics and loading times are something different on a pc compared to an old xbox one, it´s like playing a new game :). But now back to my main reason:

The story seems to get awesome and i want to join into fighting goids. Since i´ve only hunted some scouts back in the days with my FDL, i´m a beginner in this.

I have following ships:
  • An engineered Fer-De-Lance
  • An engineered Imperial Clipper
  • A fully engineered Corvette
  • A fully engineered Imperial Clipper with Guardian Tech

Right now i try to put the Vette and Clipper into coriolis to show it to you, but what is the best ship to use against goids? And what should i equip?
Please help o7 C4mp
 
Hello All,

i´m new at the forum, but not new at the game. Due to the awesome console to PC transfer i found my motivation again to play ED. The graphics and loading times are something different on a pc compared to an old xbox one, it´s like playing a new game :). But now back to my main reason:

The story seems to get awesome and i want to join into fighting goids. Since i´ve only hunted some scouts back in the days with my FDL, i´m a beginner in this.

I have following ships:
  • An engineered Fer-De-Lance
  • An engineered Imperial Clipper
  • A fully engineered Corvette
  • A fully engineered Imperial Clipper with Guardian Tech

Right now i try to put the Vette and Clipper into coriolis to show it to you, but what is the best ship to use against goids? And what should i equip?
Please help o7 C4mp
 
I’m not expert at AX combat but I’ve done enough to be able to give you a few tips for fighting the Interceptors...

Don’t bother with the meta-alloy hull modules.
Compared to a fully upgraded regular hull module with Heavy Duty + Deep Plating, the corrosive resistance doesn’t make a great deal of difference.
Especially when you can just overheat your ship to burn the acid off.

Which leads directly to my next tip...Heat Sinks.
They’re great for cooling your ship after cooking acid off, they make it harder for the Thargoids to target you and they very helpful if you want to run Guardian Guass Cannons, which can really over heat your ship quite quickly.

I also wouldn’t worry too much about having a strong shield.
The big goids and their swarms will chew through them very quickly, so it’s better to be a bit more Hull Tanky.

As for weapons the Guass Cannon is pretty standard, but some pilots prefer other weapons like the Shard Cannons.

Personally my main AX ship is a Krait II with 3 Guass Cannons (one either side of the cockpit and one above).
An AX Multicannon Turret to fill out the “4 AX Weapon Limit”, keep the damage up and have a bit of Defense against Scouts.
And a G5 Efficient Multicannon Turret to pair with the AX Turret against Scouts as they have a slight weakness against regular weapons.
 
For the shielded Krait (scout killer) build if I need a fuel scoop to get to the area which optional module would you recommend be replaced?
 
For the shielded Krait (scout killer) build if I need a fuel scoop to get to the area which optional module would you recommend be replaced?
Personally I'd want to retain as much armour as possible so I'd probably use one of the smaller slots for a Fuel Scoop.
So either the Size 1 or the Size 2 slot depending how quickly you want to refuel.
 
I was thinking about dropping the 5A Decontamination limpet controller and the 4E cargo rack and just using overheating the ship to burn off the caustic effects. Then I could add another 5E Hull Reinforcement Package and also put a 4A fuel scoop in the slot that housed the cargo rack. I've never done thargoid scout hunting so I appreciate this thread and the advice from more experienced CMDRs.
 
I was thinking about dropping the 5A Decontamination limpet controller and the 4E cargo rack and just using overheating the ship to burn off the caustic effects. Then I could add another 5E Hull Reinforcement Package and also put a 4A fuel scoop in the slot that housed the cargo rack. I've never done thargoid scout hunting so I appreciate this thread and the advice from more experienced CMDRs.
From my experience, Decon Limpets are good if you're a Support Pilot flying as part of a team, but if your Scout hunting solo they just take up valuable armour space.

And I'd honestly downsize that Fuel Scoop a bit too. The only advantage the larger Scoops really have is faster refuel times and a size 4 slot could again be better spent on amour.
 
For some reason I haven't seen the Remote Release Flak Launcher mentioned here yet. Not useful if you're just going to zap scouts, but if you're out hunting interceptors, be it by yourself or with others, there will be swarms, they WILL target you, and they WILL hurt. So having one of those handy is great to take out the swarms.

Great info about this on the AXI website linked earlier in the thread.
 
For the shielded Krait (scout killer) build if I need a fuel scoop to get to the area which optional module would you recommend be replaced?
I have a dedicated scout ship, I left it out in Asterope. When I flew it out there the first time, I bought the biggest fuel scoop and biggest guardian fsd booster I could afford, once to the location I wanted I transferred the regular modules for those slots from my home base in the bubble out to the station in Asterope. I also then had to transfer my travel or explorer ship to that location to fly back, leaving the scout hunter in Asterope. That way I did not have to make any concessions in my Scout build. 2 or 4 scouts I find easy enough now, it was challenging at first. However the scout swarms are kinda crazy, if you run into them. Seems like only 1 out of 10 NHSS (non human signal source at a certain level) was a swarm. A swarm is 6, 8 or more scouts all swarming you at once with missles, etc. Fun and crazy and not easy to survive unless you are careful. I just boosted away until I knew how to better handle it. o7 have fun happy hunting!
 
I need some advice from the more experienced Thargoid Scout hunters. I am building and engineering a Krait MK II based on the recommendation from the link earlier in the thread. I am building the beginner Krait with shields. Here is my question. I already have a 6C Biweave engineered to reinforced grade 5 with fast charge and a 6A Prismatics engineered to reinforced grade 5 with HiCap. The difference in hit points between the 2 are as follows along with my armor ratings:
Biweave Prismatic (Armor)
Absolute 1262 1958 3690
Explosive 2805 4420 5149
Kinetic 2338 3684 5615
Thermal 1169 1842 6089
Caustic 3690


Should I go with the Biweaves for the faster recharge or is the extra hit points for shields provided by the Prismatics make the Prismatics a better choice?

Thanks
 
I am building and engineering a Krait MK II based on the recommendation from the link earlier in the thread.
And that is going to be a huge mistake.

I love my Krait Mk II, don't get me wrong, but when it comes to fighting Thargoids, it's next to useless compared to the Alliance Chieftain.

People like the Krait because it looks good on paper with the three big gun slots, but it doesn't hold water because the Mk II handles like a pregnant cow being dragged backwards by a freight train compared to the Chieftain.

The Chieftain is able to keep all its guns on target far easier and longer than the Krait. The Chieftain also has a much tougher hull. In my Mk II, I'd have to withdraw for repairs after killing maybe 4 or 5 scouts. In the Chieftain, I didn't withdraw until I ran out of ammo.
 
And that is going to be a huge mistake.

I love my Krait Mk II, don't get me wrong, but when it comes to fighting Thargoids, it's next to useless compared to the Alliance Chieftain.
I would like to politely dispute this claim.

My Scout Hunter Krait II has no issues taking out Scouts all day long.
Lots of armour, minimum shields and an AFMU for field repairs (if needed) do me just fine.

I am building the beginner Krait with shields. Here is my question. I already have a 6C Biweave engineered to reinforced grade 5 with fast charge and a 6A Prismatics engineered to reinforced grade 5 with HiCap.

I would go with the Bi-Weave over the Prismatic any day.
Having lots of shields is good in a regular fight, but Thargoids of all sizes can and will tear it to pieces which means you'll spend the next 20 minutes waiting for it to recharge and in turn have little to no power for important things like Heat Sinks.

This is my Scout Hunter Krait II if you're looking for some inspiration...

 
Just as a side note. I really hope my Thargoid Scout killer is effective because I used 1,085 mats to engineer it. Although a lot of the modules will transfer over to a Chieftan.
 
None of the above.

Alliance Chieftain. It is THE ship for killing Thargoids.
I´ll give it a try next CG. Thank you

Hey guys, thanks all of you for your info.


I started with my Cutter and the AXI recommended built.

Since i couldnt do everything like the built i had to adjust and learn.

Right now i have in my cutter
6000MJ shield and 5900 hull (50% kinetic res, 40%thermal, 30%detonation, unfortunately 0% caustic)
I have a normal 8A shield generator with 5grade reinforced mod + high cap. Yes, they say it´s better to have biwave, but i had this one already
I use an 8A shield cell bank with grade 3 modified quick loading + 2 heat sinks (i use only one each time of course, sometimes i use the shield cell for getting rid of caustic dmg)

Anyway, i use military composit hull + 6 5D hull reinforcement packages, all grade 4-5 heavy duty modified (maybe switch them with meta alloys?)
2 module reinforcement packages
5 5grade heavy duty shield boosters and a field neutralizer, which i most of the time fail^^

Since i bought a guardian power plant i "only" have 47,5MW, so i´m restricted with using weapons.
Right now i go with 3 gauss cannons, 2 remote flaklaunchers and 2 beamlasers with thermal vent for the heat and scouts.
Sometimes i switch one beam laser with an ax multi cannon turret.
With that built i´m running 47,4MW.
After 3 shots with all gauss cannons i overheat, which helps to get rid of caustic damage BUT makes me a target for Aggro.

The shield itself holds two beams of a Hydra, which i didnt test voluntarely. Shield was at 1%:)

The cutter is super slow, but i have the feeling this setup is really tanki and i could even kill a cyclop with multiple bugs alone
But theres always room for improvement

Questions:
- Should i remove the modification of my shield bank?
I have the feeling it has worse shield regeneration than the standard.
It says +15% shield enhancement but -18% duration, is that why it is worse?
  • should i try meta alloys?
  • Do point defences help against the annoying caustic rockets?
 
In the Cutter, you will be a sitting duck. All the shielding in the world isn't going to do a thing against the scout caustic attacks. And you will never, ever be able to turn fast enough to actually fight them.

That's going to turn out to be a mistake.
 
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