Advanced Multicannons

The guardian mat requirement means that you need to grind in your SRV at the nauseating guardian sites
There is no requirement to use SRV any more.
Guardian mats can be got in space...~ 275ly from the bubble... with collector limpets...
Fdev added new ways of getting mat items... allong with the syn option...
 
Instead of just removing the stupid differentiation between AX and normal damage they introduced more clunky even less convenient stuff.

I'm wondering wether they are deliberately trying to annoy us players or are just so disconnected from their own game, they don't even realize how ridiculous this is.
I don't watch FDEV streams often, but last time I did, it was a bit painful to watch them fly from USS to USS only to try and showcase the new content (guardian uss with mats). So my guess is that they stick to their vision of the game despite us yelling and kicking, imploring them to listen to us. Games that last are games that listen to their community. Their new multi-cannon should use the same approach as the smart round upgrade. If you scan a thargoid, the correct kind of ammo is used, if you scan a human vessel, load the regular kind. There, "problem solved", handwavium the thing as you will ^^

There is no requirement to use SRV any more.
Guardian mats can be got in space...~ 275ly from the bubble... with collector limpets...
Fdev added new ways of getting mat items... allong with the syn option...
Do you think it's OK to fly 275ly out of the bubble to gather mats to fight the thargoids that are attacking said bubble?
 
With my dedicated Krait Mk II engineered for play with the best Thargoids I've never had to upgrade my specific load out with AX multi-cannons munitions taking out repeating swarms of Scouts which sometimes occur in threat 4 USS. I welcome this even when six show up and more appear later so I don't have to find another USS. Then again maybe premium munitions would make for faster kills. Thanks to the Forum I often learn something new.
 
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With my dedicated Krait Mk II engineered for play with the Thargoids I've never had to upgrade my AX multi-cannons munitions taking out repeating swarms of Scouts which sometimes occur in threat 4 USS. I welcome this so I don't have to find another USS.

I got to Elite by killing scouts with normal MCs. :p
 
I got to Elite by killing scouts with normal MCs. :p
I spent most of my combat killing NPCs to get to combat Deadly. Being a Trader it actually took years but then combat Elite was getting close. Think having 8.9 billion credits and the current emotional goal is to get to 9 billion. With 20 percent left to go to combat Elite I started killing Thargoid Scouts. Go figure. I've never used an exploit in this game always doing it the hard way. That is not to say that I would have never used one but by the time I knew about one it was all over! :)
 
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🤦‍♀️

"Any sufficiently advanced technology is indistinguishable from magic." - Arthur C. Clarke

next!
Ooof. Point taken.

Ok, so we have magical advanced Thargoids (which, somehow, weren't magical advanced the first time around) now. As well as the counter-magical advanced Guardians. We've got loads of research material and researchers and already have significant hybrid tech from both. Ie, we're quickly becoming "magical advanced" to the same level.

It's silly to assume we wouldn't just incorporate that magic advancement everywhere.

If Thargoid defences are so much superior to our own, we'd very quickly be fitting them. And then we'd very quickly be fitting the weapons which can nullify them. So we'd all have Thargoid Shields/Armour and Guardian Weapons as standard.

Next.
 
I spent most of my combat killing NPCs for months to get to combat Deadly. Then 20 percent to go to combat Elite I started killing Thargoid Scouts. Go figure.

Yup, it's the FD design method. Make the most dangerous enemies pay least, the least important ones the most and the tiniest aliens the best way to prove your mettle!

"Risk Vs reward? What's that?" - FD game designer. :p
 
Exactly this.

There's absolutely no bleeding way a "realistic" space sim should have magical aliens who are immune to all sorts of different weapon types except other magical ones.

Physics is physics. Lasers can be mitigated by reflection or absorption with heat dissipation. Physical impacts (ie, bullets) can be mitigated by armour. Explosions in space are pretty ineffective (most of the blast will simply dissipate into vacuum) so unless you first penetrate and then explode, you're just making pretty fireworks.

Ok so we also have magical shields, and they actually kinda work as you'd expect in a space-fantasy setting - strong against impacts, weak against lasers. While the physics of shields is dubious it makes sense within the context as shields would originally be designed to prevent damage from space debris and later extended for military use (assuming civilian space flight came before military space flight as appears to be happening right now).

Back on track, sure, the Thargoids could have advanced shields/armour which is better at mitigating our weapons but shortly after capturing some don't you think human tech would either incorporate that, rendering all of our weapons equally useless on similarly equipped human craft, or figuring out ways to circumvent it? Different weapons have different capabilities against different targets, it's merely a case of exploiting the weaknesses of the target.

Whatever magic the Guardian weaponry has to bypass the Thargoid magic, wouldn't that work -even better- against human targets rather than worse? Remember, we're in a space game which puts great stock into trying to be realistic (sure, some artistic license is necessary or we wouldn't have a game), so at the end, physics.

And where are our Thargoid-hybrid weapons/defences? Surely we have a fairly large pile of research material for that by now..

  • ED is not a realistic space sim.
  • Alians are not immune to human weapons.
  • It's a game.
 
For me, all those properties of the new Adv. MC sound very nice, except being a fixed weapon.

Apart from that; what do you guys think of the specs? Why should i drop my engineered MCs to have them replaced with the advanced version? or should i?

Any thoughts?

I don't do Thargos by the way.
 
Technically thargoids have an extreme regeration factor, AX and guardian weapons have enzymes and nanomachines that slows this healing factor.
 
Technically thargoids have an extreme regeration factor, AX and guardian weapons have enzymes and nanomachines that slows this healing factor.
Hmm, ok, that's a nuance I didn't know. Good to know the lore behind it.

But in this case it should be the ammo, not the weapon, that does this. Ok, maybe you could argue that the ammo requires special weapons so that the effectiveness isn't lost. But a weapon which is gentler on ammo doesn't preclude using standard ammo in it, even if it is slightly reduced in effectiveness.

Regeneration would also require incredibly large amounts of energy so the Thargoids should only be able to use this for a limited time, then they'd start taking normal damage.

Meh. At the end of the day it's a game, so all the explanations are neither here nor there; it's all about the gameplay and fun factor.
 
I literally won’t use them due to the ridiculous mat requirements. When we are in the position where there are no gimballed AX weapons, and the unexplained 4 weapon AX limit on pure AX weapons, and the answer is a supplemental multi purpose weapon I was initially piqued, but when I saw the mat requirements I lost all interest.

I guess we will see a guardian mat trader to compensate at some point, but even then it’s a steep ask.

I’ve got to the point in the game where I go mat collecting occasionally for fun and have an AX ship to start to learn AX combat. If I’m going to be forced to grind again to use these new weapons because some intern at FDev thinks it’s a great idea to shove more grind down our throats then I won’t use them - simple as that. Why you can’t choose which ammo loadout you need when you’re docked is beyond me.
 
+1. Whole initiative thing was a joke.
If only ED was a player driven game, AXI could make humanity great again :p
I believe that you remember The Matrix movie where agent Smith said that people accept reality by pain and suffering. The same is in ED. We can argue without end how ship should fly in void, how stars should look like, why do we hear sound in the space.. but all that does not make the game real. The pain and suffering do.
 
Exactly this.

There's absolutely no bleeding way a "realistic" space sim should have magical aliens who are immune to all sorts of different weapon types except other magical ones.....

.....sure, the Thargoids could have advanced shields/armour which is better at mitigating our weapons but ...

Thargoids have super fast regeneration (biological trait) which you can observe in game when using normal weapons against them. They are not immune, they are just so effective at regenerating their biological ships, that they may as well be immune.

AX and guardian weapons use technologies to limit their regeneration abilities in regions localised around the points of damage.

I get ya though! and I certainly don't understand why AX and guardian weapons aren't (as) effective against human ships... that, that one I can't really figure out how to explain.

Seriously: has anyone seen anyone here applaud the concept of synthesized ammo in this context?

Well, actually, I did applaud their use of synthesis - on a technical level - because it's a system already implemented into the game, which allows their coders/designers to get it done reasonably quickly without needing to create any more UI or control systems.

However, I also feel like they should have used it as the system of swapping ammo, but just made the recipe really really miniscule, to the point where you barely care (until you completely run out of one of the common items, and have to go grab some, every once in a long while - this is fine, it introduces some need to perform various actions for actual reasons that make some sense)

I just personally think they made the recipe WAY WAY WAY WAY out of scope for what the weapons appear to be trying to do.

As for the Interstellar Initiative as a whole, I actually thought it was pretty good:
The system in question actually changed relatively quickly over a fairly small amount of time - this felt pretty dynamic, mostly when I came back to play while in the system, something had changed.

They utlitsed several different pre-existing mechanics and scenarios and gameplay elements together, in a coherant manner that you could understand pretty easily from within the game itself (some improvement could certainly have been done on broadcasting the information on what was happening more clearly in certain areas, but in general, pretty good)

There was an actual real tangible outcome at stake (one or the other weapon arrives - actual -thing-) - I kind of hope thye don't spoil this by releasing the missiles too, but I suspect they will, just later on.

They added in new ways to gain some of the gaurdian materials, which people wanted to happen - this is directly working on feedback while linking it into hand crafted events - good stuff - Improvement here would have been to allow you to hack, and steal gaurdian data from the installation they placed in the system, this would have completed the "fix" which many players wanted regarding different ways of getting obelisk data.

Overall there was some pretty good stuff in there, which players had been asking for - with a few mis steps on execution. I think it bodes well for future ones though, as long as they don't just fizzle into copy paste versions of the exact same thing - and continue to be hand crafted and designed, with all the required elements. It could make the galaxy a lot more dynamic (though I suspect there will never be enough of these going on for that.)
 
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