AX MC there are two types, fixed and turrets. Turrets can not lead the target themselves if the player is alone.AX turrets work and kill scouts faster than mc cannon turrets. Only gauss is faster is you have the aim.
AX MC there are two types, fixed and turrets. Turrets can not lead the target themselves if the player is alone.AX turrets work and kill scouts faster than mc cannon turrets. Only gauss is faster is you have the aim.
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.
Stop. Do you want them in Target Grab mode to be able to shoot at the side ?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'm not trying to be rude but I genuinely dont understand what you're trying to say.Stop. Do you want them in Target Grab mode to be able to shoot at the side ?
Stop. Do you want them in Target Grab mode to be able to shoot at the side ?
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.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.
Everyone sell your combat annie as it's the worst handling ship in supercruise.One downside to using the Type-10 to kill Thargoid scouts is the ships poor supercruise agility when turning towards level 4 NHSS.
Okay. I didn't know about that. I'll try it out in the next AX battle.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".
Anaconda has better supercruise handling than Type-10. Fighting scouts usually means killing four ships and back into supercruise looking for the next NHSS with scouts, not exactly like normal combat at ComNavs and CZ.Everyone sell your combat annie as it's the worst handling ship in supercruise.
j/kAnaconda has better supercruise handling than Type-10. Fighting scouts usually means killing four ships and back into supercruise looking for the next NHSS with scouts, not exactly like normal combat at ComNavs and CZ.
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.Excuse me, don't remind me why you have a PDT and a ХENO scanner ?
YES.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.