ALLIANCE CHIEFTAIN AX COMBAT JUMPSTART - is it any good?

Yes, of course—did you watch the first Cyclops video (or the full scenario video)?

The idea was to ignore the swarm completely; it will deal damage of course, but the point was that a Python with no engineering can still win.
Yeah, I watched the video, but try as I might, I didn't see it. Can I have the exact clip and time?
There should be no green dots on the radar, no ports nearby, just Cyclops, the swarm and you.

P.S. And since we are talking about newbies, no fa-off mode ! I always try to ignore this mode until the developers remove the mouse auto-centering or do something similar for the joystick !
 
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There should be no green dots on the radar, no ports nearby, just Cyclops, the swarm and you.

Definitely the same loadout will work against a single Cyclops, although you will need to allow me some time to make an open-space video as opposed to an attacked-port video. If I do, it will be either with extra Scouts arriving, or perhaps a wing designed to separate the Scouts from the Cyclops.


And since we are talking about newbies, no fa-off mode !

Of course; part of the purpose was that no movement is needed at all!
 
New video just for a @SergMx to enjoy! Reminder to all that this is deliberately simple and intended to be close to the minimum one can do and still destroy a Cyclops.

This one behaved quite strangely in having to chase it a bit, but I kept movement and turning as simple as possible, no gear-boosts or Flight Assist toggling. Similarly with the targeting—waiting for the scan to complete where normally I would start attacking, and using the Target panel to find the petals rather than my usual Previous Subsystem buttons I use for bounty-hunting.

The loadout there is identical to the original one, although now that the Caustic Sink has no access requirement any more, a good updated version would use it in place of a Heat sink and instead of Silent Running.
 
New video just for a @SergMx to enjoy! Reminder to all that this is deliberately simple and intended to be close to the minimum one can do and still destroy a Cyclops.

This one behaved quite strangely in having to chase it a bit, but I kept movement and turning as simple as possible, no gear-boosts or Flight Assist toggling. Similarly with the targeting—waiting for the scan to complete where normally I would start attacking, and using the Target panel to find the petals rather than my usual Previous Subsystem buttons I use for bounty-hunting.

The loadout there is identical to the original one, although now that the Caustic Sink has no access requirement any more, a good updated version would use it in place of a Heat sink and instead of Silent Running.
A big THANK YOU.

And forgive me if I have offended you in any way, I never attack the interlocutor, but only the subject of discussion.

Thank you very much.
 
New video just for a @SergMx to enjoy! Reminder to all that this is deliberately simple and intended to be close to the minimum one can do and still destroy a Cyclops.

This one behaved quite strangely in having to chase it a bit, but I kept movement and turning as simple as possible, no gear-boosts or Flight Assist toggling. Similarly with the targeting—waiting for the scan to complete where normally I would start attacking, and using the Target panel to find the petals rather than my usual Previous Subsystem buttons I use for bounty-hunting.

The loadout there is identical to the original one, although now that the Caustic Sink has no access requirement any more, a good updated version would use it in place of a Heat sink and instead of Silent Running.
Do you have a link to that build you was using as im using a cheiftan from the AXI and tbh its terrible imo because its so not new comer friendly and everything as to be fully engineered and i cant be with that grind. Also how are you allowed to have more then 4 experimental weapons as it only allows me to have 4 where as you have 5
 
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Do you have a link to that build you was using as im using a cheiftan from the AXI and tbh its terrible imo because its so not new comer friendly and everything as to be fully engineered and i cant be with that grind. Also how are you allowed to have more then 4 experimental weapons as it only allows me to have 4 where as you have 5
 
Do you have a link to that build you was using as im using a cheiftan from the AXI and tbh its terrible imo because its so not new comer friendly and everything as to be fully engineered and i cant be with that grind. Also how are you allowed to have more then 4 experimental weapons as it only allows me to have 4 where as you have 5

Originally it was from this guide, where this was the build. Emphasis on being a slightly silly way to destroy a Cyclops, just one which works and can be done quite easily!

The fifth weapon is indeed due to the relatively new Experimental Weapon Stabiliser, available from those eleven Rescue megaships you can see around the Galaxy map. Speaking of those, everything becomes very much safer if you replace one Heat sink with one Caustic sink; these had an unlock requirement at the time, but are now also available freely from Rescue megaships.
 
The loadout there is identical to the original one, although now that the Caustic Sink has no access requirement any more, a good updated version would use it in place of a Heat sink and instead of Silent Running.
Watched the video again, more carefully.
Very good.
Well, you've already written about the acid absorber. Okay.
And I understand that the video is for beginners, but I would still put a repair kit in place of the 4th module amplifier (the very first one deteriorates) and constantly turn it on to repair the 1st module amplifier.

P.S. Even here ignoring the swarm :( I don't understand why the developers still won't do anything to make the launcher effective against the swarm :(
 
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Frontier made a mistake with the absorb mechanics; the 5 Hull reinforcement and the 4 Module reinforcement should trade places (and classes, of course). Military module slots should only have Hull here!
Why is that? I have a feeling it's not. I can't prove why, but I don't see any evidence to the contrary.
The main thing that confuses me in this question is the additional protection of combat slots. I still think we don't know the mechanics of it :(

P.S. Also, I've always thought, and after various videos about the AX Chieftain for arxs, maybe a small fast regenerating shield isn't such a bad thing after all ?
If there is power, and not much need to care about cooldown while charging ...
Yes we can lose it to lightning, yes there is phase damage. But from scouts and swarms, but I'm not sure.
 
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Why is that?

Module reinforcements are very strange; their Absorb chances stack, but only the largest of them takes damage. Normally, one fits a single large Module reinforcement to be the one which takes damage, plus some small Module reinforcements just to improve the Absorb chance.

Military module slots are different; Module reinforcements there will take damage after all of the others. A single Module reinforcement there will not have enough Absorb chance, and it cannot be improved by fitting small reinforcements because the small modules will be destroyed first and very quickly!
 
Module reinforcements are very strange; their Absorb chances stack, but only the largest of them takes damage. Normally, one fits a single large Module reinforcement to be the one which takes damage, plus some small Module reinforcements just to improve the Absorb chance.

Military module slots are different; Module reinforcements there will take damage after all of the others. A single Module reinforcement there will not have enough Absorb chance, and it cannot be improved by fitting small reinforcements because the small modules will be destroyed first and very quickly!
I understand all that, and that's why in the case of the Chief we have 3 modules and all in military slots. According to my logic they should be less destructible ...

From the percentages adding up, I think three module amps is optimal. 4 will already go to 0 and is essentially needed if you think that the 1st one will be destroyed.
In the Chief, 3 combat slots and 3 module boosters are optimal.
When there are only 2 combat slots, then yes, either we do not put the 3rd amplifier, or it must be higher class or the same to install it in a regular slot.
 
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Originally it was from this guide, where this was the build. Emphasis on being a slightly silly way to destroy a Cyclops, just one which works and can be done quite easily!

The fifth weapon is indeed due to the relatively new Experimental Weapon Stabiliser, available from those eleven Rescue megaships you can see around the Galaxy map. Speaking of those, everything becomes very much safer if you replace one Heat sink with one Caustic sink; these had an unlock requirement at the time, but are now also available freely from Rescue megaships.
Cheers i shall check that out cos im not a fan of the Gusse rifles
 
Cheers i shall check that out cos im not a fan of the Gusse rifles
In general, installing 2 gausses on the Python build would make it 5-10 times easier to kill Cyclops, but that would not be the goal for beginners, since the gauss must still be unlocked and add a field neutralization effect to it.
 
well ive dipped my feet into this Xeno hunting but nah it aint for me. I dont like any of the so called meta builds they just dont work with me and so far its cost me way over 100mil just to keep rebuying my ship cos i cant get a single kill. Game is for fun not a job that pays nothing lol. Back to BH and trading to make all that time and money wasted back
 
Back to BH and trading to make all that time and money wasted back
If you can still find a port under attack, evacuating civvies is good money and supports the war effort. I'm using a cold build Phantom (dirty drag drives, low emissions PP, minimal bumper shields, 2 engineered heat sink launchers) with 80 seats, could outrun most hyperdictions in silent running so far (was robbed of a few passengers on one run - have now installed PD, just read that PD doesn't work against all Thargoid missiles...). I can usually pick up one group of VIPs at 50 MCr. and fill up the rest with 4...6 non-VIP missions at 2..5 MCr.
In theory, you should be careful when approaching your destination rescue ship, since those high paying customers usually are "illegal passengers", but if I can outrun a bunch of Thargoids, system security isn't much of a problem...
 
If you can still find a port under attack, evacuating civvies is good money and supports the war effort. I'm using a cold build Phantom (dirty drag drives, low emissions PP, minimal bumper shields, 2 engineered heat sink launchers) with 80 seats, could outrun most hyperdictions in silent running so far (was robbed of a few passengers on one run - have now installed PD, just read that PD doesn't work against all Thargoid missiles...). I can usually pick up one group of VIPs at 50 MCr. and fill up the rest with 4...6 non-VIP missions at 2..5 MCr.
In theory, you should be careful when approaching your destination rescue ship, since those high paying customers usually are "illegal passengers", but if I can outrun a bunch of Thargoids, system security isn't much of a problem...
Sounds good n all but i aint got any money to fit another ship to even try that. Also aint got much engineering either cos that gameplay loop is hot garbage and a total grind with 0 fun gameplay
 
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