Ships Type-10 Defender Anti-thargoid scout build

They may have changed somthing and the wiki just hasn't been updated with the new info. The wiki currently claims they, (experimental weapons), will only operate in fixed mode unless you have a second player along to act as a turret gunner.

Nothing changed, AX turrets always worked without a crew. They work as a turret only in "fire at target" mode though. In "fire at will" they will not shoot.
 
I've been using my (also about 2 year old) Type-10 in AX mode as I could stash it on my carrier. I know it's not good, but it IS hilarious to use. With 4xAX multis, it's hugely overkill for scouts, but it does an okay job on those and flowers.

I'm not advocating its use, btw, it was just there. I'll be respec'ing it as a miner and buying a.n.other ship to use alongside my Mk2. But, if you have it, give it a whirl. You might enjoy yourself!
 
I think the weapons what need some trigger manipulation past just pressing the button once work only as turret in multi-crew. I think the shard cannons work also as turret alone, but don't quote me on that. It's a while that I used the xeno weapons.


Stop. Do you want them in Target Grab mode to be able to shoot at the side ?

If I remember correctly all experimental weapons that work as turret without crew need to be set to "fire at target" ("огонь по цели") to work. "Fire at will" (Пожар на воле) does not work with any of them. I hope google translate got the right phrases.
 
I think the weapons what need some trigger manipulation past just pressing the button once work only as turret in multi-crew. I think the shard cannons work also as turret alone, but don't quote me on that. It's a while that I used the xeno weapons.




If I remember correctly all experimental weapons that work as turret without crew need to be set to "fire at target" ("огонь по цели") to work. "Fire at will" (Пожар на воле) does not work with any of them. I hope google translate got the right phrases.
I have always believed that a fixed weapon shoots only forward, gimbales with a slight twist and turret all 360 degrees if you see the target and no matter what the fire is on the target and free firing.

So this is how I understood that the AX MC turrets in the case of one player shoots as a fixed weapon.
 
I have always believed that a fixed weapon shoots only forward, gimbales with a slight twist and turret all 360 degrees if you see the target and no matter what the fire is on the target and free firing.

So this is how I understood that the AX MC turrets in the case of one player shoots as a fixed weapon.

That is how it works for normal turrets, but for whatever reason the AX ones only work as turret if you set them to "fire at target".
 
I took it out to a threat 6 last night. I killed 17 scouts in one instance and left with 65% hull strength. I was surprised that my modules took very little damage. I will point out that it seems as though the AX TMC's have to have a trigger press before they will begin firing but after the initial trigger they act like regular turrets.
 
TBH I think the T-10 seems a strange ship to pick for scout hunting... I go scout hunting in my all laser Keelback to training my crew and it works great.
 
Excuse me, don't remind me why you have a PDT and a ХENO scanner ?
I have a xeno scanner so I can identify the Regenerators. I don't have a PDT on it anymore. Part of my reason for starting this thread was to ask if it was effective against the enzyme missiles. The consensus is no so I took it off.
 
I took it out to a threat 6 last night. I killed 17 scouts in one instance and left with 65% hull strength. I was surprised that my modules took very little damage. I will point out that it seems as though the AX TMC's have to have a trigger press before they will begin firing but after the initial trigger they act like regular turrets.
YES.
Once you call target, the turret's never forget.
 
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