Anti Xeno Combat Initiative and Ship Outfit Suggestions for All

I saw mention on the 1st page of a ship build list, but I see no link for it in the op, where is it?

Also, this is my AX ship, the Raza, that ok? I'll be swapping the scoop for an AFMU when I've a wing & CZ to go to.
Ah, just realised I don't have a flak launcher! Oh god I hate that poxy weapon, do I really need it? I plan to do winged CZs seeing as solo is impossible for any length of time.

[edit] Found this AXI build for the Python, isn't 4 gauss cannons going to cook it?? That's why I went with 3....


If you are planning to use this build for TCZs, then you need a shutdown field neutralizer (replace the xeno scanner with this). You will be fine with 3 gauss in wing. 4 gauss is better for straight up interceptor fights (you do get hot but the technique requires spamming heat sinks and synthing them when you get low.)but in the thargoid CZs you have to deal with scouts too. I would ditch the beam and the MC and replace them with AX MCs. They do much more damage against scouts and I would have those for scouts only. You have limited ammo and the are not great for interceptors. Use the gauss on interceptors. You will be ok without remote release flack in the TCZ IF and only if you have someone dedicated to taking out the swarm in your wing. They should have 2-3 flak on their ship if in that support role. if you have no one dedicated to the swarm, you need one remote release flak, so replace one of the gauss (so two axmc, 2 gauss, 1 rrfl). For armor I would go military grade (if you can afford it) with heavy duty deep plating. I would also max all my engineering. You will need it. Distributors need to be charge enhanced super conduits grade 5. sensors, go D rate long range or A rated lightweight. With D rated lightweight, you will not be able to fight interceptors effectively. Shields, go with Bi-weave reinforced fast charge. this is a long fight, your shields need to recover quickly between engagements. Shield cells, you should go with specialized boss cells for engineering. Add deep plating to your HRPs. If you have the guardian module reinforcement unlocked use that instead of the human one. It is one of the few times when guardian modules are better. I added an AFMU and replaced the fuel scoop with another hull reinforcement and probably a couple of other things I forgot to mention. Here is the recommended build for a TCZ, using your python, if you have someone in the wing handling the swarm. Python isn't the best AX ship but it works.

https://s.orbis.zone/1tnj
 
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Thanks for your reply [up], I'll reply later, got to go to work!
(1 thing though, I don't want to spam HSs as I don't want to keep mat gathering for them).

It is a browser issue from my work that I cannot see build. Yes I did check the Canonn link in the OP and went right to the ship builds. But the ship builds on Canonn are not on the page the comes up after you click the link. In the upper right of that screen you will see the word science. You have to click on that and choose the Lab69 from the drop down menu. When you get to that page scroll down and you will see the words Ship Builds in the center of the screen. Click on that link and it will take you to the ship builds. You can see the base builds there but you cannot see the engineering. For that I would join the AXI discord were they have complete builds with engineering under some of the pinned items. Just remember in your builds for your ship or ships that Thargoid weapons ignore all resistances. So you just want to pack on all the armour and HRP's with heavy duty/deep plate. Also you may want to put a small cargo rack for limpets and get a decontamination limpet controller to remove the caustic contamination off, or you can cook it off by getting your ship up to 180 degrees heat. Also useful is if you have a Guardian MRP unlocked to help protect your modules. They use a little power but it is like having one grade higher MRP. Lots more information on the AXI discord.

Re Canonn's site, yeah that's exactly what I did, as I mentioned in my previous post I did as you said.
I went to science>lab69xia (which is what's linked in the op btw) & I still couldn't see the ship builds link lol, it was only when I did a word search that I found it! It's the little writing under the graphs, must've scrolled past it a dozen times ;).
Re build, yea I heard just a few days ago their weapons ignore resistances, so I have built armour & shlds appropriately. Got decon ctrlr, I had forgotten a rack but I've got one now ;).
I'm not unlocking anymore Guardian tech for now.
 
Rick
About ditching the xeno scanner, don't I need it to target their hearts? In the recent beta I was using AX weapons & no XS, in the brief times I was able to shoot interceptors they did virtually no damage! I wasn't sure if it was because I couldn't target sub-targets, or whether it was just because the AX guns are a load of junk!?
As for the SDFN, I was counting on someone else in a wing having one ;), bad idea?

As I was saying earlier I'm not going to synth heatsinks, I just don't want to sink time :)p) into mat's hunting for it. That's why I installed 2 HS launchers, although I really didn't want to! I wanted 2 shld boosters & I considered just roasting the ship for the last 2 SCBs (on a 6A), but I figured that would just cause too much damage in the end. And it seems an engineered module only increases an HS launcher's ammo by 1! Nice one Fdev! :rolleyes:
I looked at specialised engineering the SCB, but I didn't fancy the power increase & I figured that seeing as I would be firing a HS everytime I charged shlds, heat wouldn't be an issue. That said, the extra shld reinforcement would be handy. At one point I was badly power limited, but then I upgraded the power plant, & if I'm only deploying 2 gauss cannons at a time, I probably have the spare capacity.

Re ditching the beam & MC, I ditched the beam last night, but I thought I could only fit 4 anti-xeno weapons of any type? I guess I've got that wrong.
Re flak launcher, fair enough, guess I'll have to fit 1 of the damn things then! ;)
My D rated lightweight sensors, they are only G1, so only slightly compromised, do you think they'll be an issue then?
I think I'll just try them out for the short term, I don't want to double back to the bubble for further engineering for now.

Re HRPs deep plating, damn it! I meant to do that when I was in the bubble! I forgot! I even went to the mat's trader to get compact composites! Lol, Oh well, next time.
Bi-weaves was something else I forgot! :eek:, that one could be quite a problem for me as my legacy reinforced engineered shld gen is quite slow on broken regen.
Oh as for military armour, & I can afford to buy it, but I'm not keen on the ~1.1 million it adds to the rebuy cost, not to mention further reducing it's jump range, hmm....
Fuel scoop was only fitted to get me to the Pleiades. I'll be swapping that for an AMFU, but your option of ditching the DSS (something I'm loathe to do! lol) is an interesting option.

And yea the Python isn't the best ship for fighting at all, it's lack of utility mounts is crippling :(. My only other choice is an FDL, but my understanding is that their weak hulls make them a bad choice for AX fighting, is that right?
I do have an Anaconda, but it's not fitted out for fighting, even if time wasn't an issue, I think credits would be (when I'm looking at A grading many modules & the much higher rebuy costs).

Thanks for the input, seems I have quite a few changes I could make!
 
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The xeno scanner is nice but very optional. You are better off with an additional heatsink or shield booster. The Scanner tells you what type of interceptor is in front of you (but they all look different and this can be done visually), how many hearts it has and the status of each( but a cyclops has 4, basilisk 5, medusa 6, so its easy to count how many hearts are down. I am not aware of any hydras being seen in TCZs. The scanner also tell you how many thargons are left in the swarm but since you want to kill the swarm completely to keep it from replenishing, just keep shooting it until it disappears. As far as targeting hearts, when exterted, they glow red. Just shoot the middle until a pedal of the flower turns red, then shoot the red bit until it breaks off.

The SDFN only has a 3 KM range and if you are outside that range when the emp hits, you are unprotected. Staying within 3km of the wingmate with the SDFN is going to be nearly impossible for the duration of the fight and it is had to know when an emp is coming in a CZ because you can have multiple interceptors at one and the often also use the shutdown field when the enter the instance. I would equip your own to be safe.

Unfortunately synthing and mats (for engineering and resupply) is as important to thargoid fighting as it is in PvP. For heatsinks even more so. Heatsinks are needed because gauss runs very hot and you can fry you ship without it. Goid targeting is also at least partially heat based so keeping your heat below 20% and staying 15 degrees off the center bore line will reduce how much you are hit. I hate farming too, everyone does but if you are going to fight goids regularly, especially in a CZ, it is going to be hard to avoid it. I suppose if you only fight cyclops in NHSS 5s then you wouldn't need to synth anything.

As far as the surface scanner, you won't need to in the goid fight so you can switch it in and out as needed.
This will be helpful in thargoid fighting : The AXI Flight manual
https://docs.google.com/document/d/1loy4TRNhM07Azf_ib01OIurujTcNX-L1Y1NYFy59i4M/edit

it doesn't deal with thargoid CZs specifically but covers thargoid fighting, ships and builds in depth. The build I recommend is modified for TCZs (as you wouldn't want to use AXMCs for interceptor fights but they are very useful for scouts. The FDL and conda are both good thargoid fighters however they require a different technique. Large ships need to be really tanky because they are slow. Medium ships need to be really fast, preferably with a boost over 500.

There are tons of resources and info on pretty much anything thargoid at the AXI discord https://discord.gg/gZbAWCF
 
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In a thargoid CZ you aren't likely to be able to use the scanner to scan the interceptors anyway. The most you get out of it is you can tell the health of the scouts you are shooting at, but you can tell that when they blow up, too.
 
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Lol, ok so the xeno scanner is optional, I'll ditch it then. I thought it was needed to target the hearts, good to know it isn't [up].
I'll swap it for the SDFN then, not that I know how to use it atm! lol

I don't have a problem for synthing for engineering, I do & have already done that, but I'm not going to do it for regular combat (although, that said I did for a regular CZ recently, but going to one is not a regular occurrence for me).
I've only got 2 Guass cannons now, so I'll just let the heat bleed away naturally & pause inbetween shots as needed. If that doesn't work, then I simply won't bother fighting Thargoids. I'm already annoyed by how much I have to cripple my ship by having to fit 2 HS launchers, not to mention how complicated it is to actually kill an interceptor. I'll give it a go, but TBH it just seems a load of hassle after reading most of that manual you linked!:|
What do you mean by centre bore line? The goids line of fire?

Thanks for all your help btw :).
Oh, 1 more question, do you think the FDL is a better AX fighter than the Python?
 
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Lol, ok so the xeno scanner is optional, I'll ditch it then. I thought it was needed to target the hearts, good to know it isn't [up].
I'll swap it for the SDFN then, not that I know how to use it atm! lol

I don't have a problem for synthing for engineering, I do & have already done that, but I'm not going to do it for regular combat (although, that said I did for a regular CZ recently, but going to one is not a regular occurrence for me).
I've only got 2 Guass cannons now, so I'll just let the heat bleed away naturally & pause inbetween shots as needed. If that doesn't work, then I simply won't bother fighting Thargoids. I'm already annoyed by how much I have to cripple my ship by having to fit 2 HS launchers, not to mention how complicated it is to actually kill an interceptor. I'll give it a go, but TBH it just seems a load of hassle after reading most of that manual you linked!:|
What do you mean by centre bore line? The goids line of fire?

Thanks for all your help btw :).
Oh, 1 more question, do you think the FDL is a better AX fighter than the Python?

I quite agree, fighting golds is just too much fiddle! (Apart from interceptors). As evidenced by the massive unopposed incursion into human space presently! And the fact that so few people bother. The mechanics of the operation are so convoluted it beggars belief! Could it have been made any more difficult? This is 3305, surely a ship would have been developed specifically as an anti xeno build? Players are virtually forced to fight in wings to get a kill, and that’s NOT how everyone wants to play! Until FDev look at this issue, most pilots who like a bit of pew pew will just not bother and stick with bounty hunting, combat zones or some of the new scenarios!
 
I quite agree, fighting golds is just too much fiddle! (Apart from interceptors). As evidenced by the massive unopposed incursion into human space presently! And the fact that so few people bother. The mechanics of the operation are so convoluted it beggars belief! Could it have been made any more difficult? This is 3305, surely a ship would have been developed specifically as an anti xeno build? Players are virtually forced to fight in wings to get a kill, and that’s NOT how everyone wants to play! Until FDev look at this issue, most pilots who like a bit of pew pew will just not bother and stick with bounty hunting, combat zones or some of the new scenarios!

its a pity that the "story" doesn't progress in a way that makes the xeno scanner an integrated module into our sensors,

AX weapons do not progress to be mod-able by engineers, and the stupid max-4-experimental weapons.
AX missiles are still dumb-fire only, and have not regained their penetration damage :(

neither do we get small and huge AX weapons anytime soon as it seems :(

last but not least - Aegis ships are still getting near thargoid infestations, but neither do they offer missions to counter the threat (one of the major issues why so many stations are burning in the first place), nor do they carry AX equipment around for ad-hoc action.
 
Totally agree. This Thargoid business still needs a lot of work. The AX CZs are good, also the ideia of having an infestation BGS state that can change to incursion state. But the affected systems still feel like it's business as usual and not an alien invasion!
 
All good points![up]

Just a little update, I experimented with how much heat damage I would take with 2 uncooled shield charges. The worst damage was to the cargo scoop which was at 92%, next was 95%, most of the rest of the top 1/2 of the modules were between 96-98%. 1 charge was done with weapons deployed (heat hit 149%!), 1 retracted. Obviously it would be better to retract weapons, but that takes time of course.

Anyway, the damage wasn't too bad, so I decided to ditch 1 HS launcher, engineer the other for 1 more ammo (so their will only be 1 uncooled shld charge) & refit a shld booster. I'll be ditching the fuel scoop & the DSS, when I'm in or adjacent to the target system, & I'll pick up the SDFN, AFMU & lower grade decon limpet when I get to the Pleiades. New build here, if anyone's interested. For Knispels ;) https://s.orbis.zone/1wkg
 
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Lol, ok so the xeno scanner is optional, I'll ditch it then. I thought it was needed to target the hearts, good to know it isn't [up].
I'll swap it for the SDFN then, not that I know how to use it atm! lol

I don't have a problem for synthing for engineering, I do & have already done that, but I'm not going to do it for regular combat (although, that said I did for a regular CZ recently, but going to one is not a regular occurrence for me).
I've only got 2 Guass cannons now, so I'll just let the heat bleed away naturally & pause inbetween shots as needed. If that doesn't work, then I simply won't bother fighting Thargoids. I'm already annoyed by how much I have to cripple my ship by having to fit 2 HS launchers, not to mention how complicated it is to actually kill an interceptor. I'll give it a go, but TBH it just seems a load of hassle after reading most of that manual you linked!:|
What do you mean by centre bore line? The goids line of fire?

Thanks for all your help btw :).
Oh, 1 more question, do you think the FDL is a better AX fighter than the Python?


Glad to help. The FDL is a better AX fighter than the python. Speed is very important in AX medium ships. Krait II is the best medium goid fighter because it has everything, hull, shields, hardpoints speed. Fdev has made goid fighting difficult and I don't mean difficult challenging way (although the bigger goids are certainly that) I mean in a pain in the butt way. You really need to build AT LEAST one dedicated goid fighter if you are going to fight thargoids. The build against human ships or even normal NPCs is completely different that what you optimally want for fighting interceptors. Swapping modules every time you want to change enemies just isn't practical and it will get old quick (trust me, I tired it when I started goid fighting). Furthermore, what is optimal for scout hunting is not good for interceptors so if you want to hunt scouts as well you need a scout hunting ship as well. In my case I have a gunship with turreted AXMC and turreted beams to farm scouts. This is just the most efficient and fastest way to kill them. Then I have a AX Krait with gauss in the pleiades, and ax Vette for TCZs in the bubble. Plus I have a phantom with a 70ly jump to travel between ships. That is a huge commitment to thargoid fighting when you consider all the engineering and grinding to get there and there are a ton of players on the Anti Xeno Initiative discord who have similar set ups (we have around 3000 members now). That said, I am in full agreement with all those who think this content should be more easily accessible. If the Aegis AX weaponry was engineerable it would open the content to many players who just don't want to go out 800 ly and do an extensive guardian grind. Right now the Aegis weapons are junk (vs interceptors), with the possible exception of the remote release flak. Flak is the only effective weapon against the swarm but lets be honest, flak is a 20th century weapon that was used in WW2, its not exactly cutting edge in 3305.

The other very valid point made here is that we all hate synthing and then grinding mats to replace what was used. Synth should be something that is done occasionally in emergency situations but it should be an integral part of any kind of combat. Heat sink synth is pretty much required for anything bigger than a cyclops. Flak synth is also almost certainly needed for the bigger goids with more hearts (and thus swarms). Gauss synth is needed for Hydra, and for medusa as well if you don't hit all your shots. Thargoid CZs require you to synth everything multiple times. This is poor design. Fdev could fix all this (or substantially reduce any need) easily by allowing us to engineer a g5 heatsink (7 HS), and adding ammo racks. These these changes are easy to make and would open the content up to a lot more players and dramatically improve the quality of life for thargoid fighters, those who fight in normal CZs, PvPers, as well as bounty hunters.
 
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I quite agree, fighting golds is just too much fiddle! (Apart from interceptors). As evidenced by the massive unopposed incursion into human space presently! And the fact that so few people bother. The mechanics of the operation are so convoluted it beggars belief! Could it have been made any more difficult? This is 3305, surely a ship would have been developed specifically as an anti xeno build? Players are virtually forced to fight in wings to get a kill, and that’s NOT how everyone wants to play! Until FDev look at this issue, most pilots who like a bit of pew pew will just not bother and stick with bounty hunting, combat zones or some of the new scenarios!

It is true that there is no ship that is specifically designed for thargoid hunting. Part of the problem here is that Fdev doesn't have a clue how to fight thargoids. They said the T10 was a thargoid hunter (and the mamba too, which is meh against goids) but the T10 is just about the worst choice you could make for and AX ship. Any of the big 3 make good thargoid hunting ships providing to equip them with a build specific to thargoid hunting. Most fast mediums are also good but some of them have garbage convergence which is a deal breaker in thargoid hunting. or medium ships, the Krait II is the best goid fighter. Also, the effective fighting style is vastly different depending on if you are using a medium or large ship.

As far a needing a wing for any goid, even hydra, it is not true. At AXI we have hundreds of pilots soloing every type of goid every day. The learning curve in goid fighting is steep and at first you will suck but once you get the tricks and the timing down, it gets easier. Starting out in a wing is an option to getting your feet wet, so to speak but you can jump right in and start trying cyclops solos right away. You will probably fail the first few times but you will learn and get better and soon you will be able to reliable get the kill every time.

AXI is here is train and assist goid fighters old and new to up their goid fighting effectiveness. Our discord is https://discord.gg/gZbAWCF and there are plenty of resources there for thargoid hunters.
 
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Damn, if I'd known that beforehand I would've kitted out the FDL in the 1st place! ;), oh well, another day. Or maybe I'll just get a Krait mk2, although I'd be starting from scratch with that of course!
My Python boosts to ~480, so it isn't bad :).
I don't plan to scout hunt, I've done some of that before & I quickly got bored of it. I've equipped AX guns for if I come across scouts unintentionally. But I'll be shipping my 2nd pair of Guass's to the Pleiades if I find the AX guns unnecessary.

Wow! That's a lot of engineering! I don't plan to do full time goid hunting, even if I find I can be bothered to fight them & I get 1/2 decent at it.
Didn't realise I'd need to synth for flak too! That's just ridiculous! I don't think I'll be goid hunting for long....

Oh btw, I joined the AXI discord the other day, but I don't think I'll be a very active member :eek:
 
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goid hunting is fun but when you fight the bigger interceptors you need synth. If you don't want to snyth, fight cyclops. You can kill those without the need to synth anything. o7
 
It is true that there is no ship that is specifically designed for thargoid hunting. Part of the problem here is that Fdev doesn't have a clue how to fight thargoids. They said the T10 was a thargoid hunter (and the mamba too, which is meh against goids) but the T10 is just about the worst choice you could make for and AX ship. Any of the big 3 make good thargoid hunting ships providing to equip them with a build specific to thargoid hunting. Most fast mediums are also good but some of them have garbage convergence which is a deal breaker in thargoid hunting. or medium ships, the Krait II is the best goid fighter. Also, the effective fighting style is vastly different depending on if you are using a medium or large ship.

As far a needing a wing for any goid, even hydra, it is not true. At AXI we have hundreds of pilots soloing every type of goid every day. The learning curve in goid fighting is steep and at first you will suck but once you get the tricks and the timing down, it gets easier. Starting out in a wing is an option to getting your feet wet, so to speak but you can jump right in and start trying cyclops solos right away. You will probably fail the first few times but you will learn and get better and soon you will be able to reliable get the kill every time.

AXI is here is train and assist goid fighters old and new to up their goid fighting effectiveness. Our discord is https://discord.gg/gZbAWCF and there are plenty of resources there for thargoid hunters.

its almost funny how much the Type10 fails to be an anti-thargoid ship.
the 4-experimental limit, the bad convergence of the large hardpoints, the lack of small and large flak variants, the inability for multicrew gunner to aim at hearts,
the crawling speed even engineered,
the extreme high hull mass that makes even the biggest shields relatively weak on this ship
hell even the supercruise turn-rate of that ship is contraproductive when you have to hop from one NHSS to the next.

Mamba as goid hunter? ok... in which slot can i plug the flak then?
 
all true on the T10. As far as the mamba, Its not good for thargoid hunting. I said it was "Meh". I mentioned it because Galnet was talking about it like it was good for thargoids. I guess they said it was good for running rings around thargoids...I suppose that is technically true, as long as you aren't fighting them. The point is no one at Fdev knows how to fight thargoids so they couldn't design a pure anti-thargoid ship if they tried.
 
all true on the T10. As far as the mamba, Its not good for thargoid hunting. I said it was "Meh". I mentioned it because Galnet was talking about it like it was good for thargoids. I guess they said it was good for running rings around thargoids...I suppose that is technically true, as long as you aren't fighting them. The point is no one at Fdev knows how to fight thargoids so they couldn't design a pure anti-thargoid ship if they tried.

well, if FDEV would design a real anti-thargoid ship,
it would probably be the most imba ship you could engineer and rock the rest of the game with it.

so, the only things IMHO they should currently do, is providing us with caustic resist bulkheads that can be modded like any other bulkhead,
lift the experimental status on all AX gear (not necessarily the Guardian stuff), make it mod-able

and for Christs sake, invent a guardian internal module that turns ANY weapon system we have into anti-xeno.
well, and integrate the xeno scanners functions into the ship systems.
 
well, if FDEV would design a real anti-thargoid ship,
it would probably be the most imba ship you could engineer and rock the rest of the game with it.

so, the only things IMHO they should currently do, is providing us with caustic resist bulkheads that can be modded like any other bulkhead,
lift the experimental status on all AX gear (not necessarily the Guardian stuff), make it mod-able

and for Christs sake, invent a guardian internal module that turns ANY weapon system we have into anti-xeno.
well, and integrate the xeno scanners functions into the ship systems.

The only true anti-thargoid ship would have to be one modeled after Guardian ships. And I get the feeling while that might be cool, FDEV will miss the memo and give it terrible fixed point convergence. Given Guardian lore and current Thargoid tactics, we'd need a high jump range ship (ideally Large for picking on Hydras and whatever comes after), with terrible trading ability but a lot of military compartments, with good hull and good shields, and godly (Krait Mk2 level) fixed hardpoints (wtb Large Gauss). Thing would also naturally sit at higher temps safely for the sake of cooking off caustic damage. And it'll have FAST turning rate. It can be trash vs human ships through handwavium and trash as a trader (handwavium again), but it needs jump range and mobility and ideal fixed weapons.
 
Aww couldn't it just be good at everything? ;)

Having done a little bit of AX CZ fighting now, I thought I'd add a few comments regarding my Python's build.
The main thing I've noticed is that I've hardly ever needed to use the AFMU, usually what happens after a session in an AX CZ is that my hull will be heavily damaged (say at 30-40% odd), & my modules will nearly always be above 80%. So I've had to bug out due to hull damage & without using the AFMU. Their were 2 occasions (after I ditched it, lol) where it would've been useful, 1 of those occasions it would've allowed me to carry on fighting a little bit, although that said I was at 44% hull which included having a 3E HRP (wasn't nearby to a station which had a 3D) instead of the AFMU, so if I did have it then I probably couldn't have carried on anyway, lol.
I guess with a ship with a lot more HPs it would be worth fitting an AFMU.

I did try fitting a repair limpet controller instead of the AFMU so that I can fix the hull, & seeing as even just 4 limpets can repair 720 HP & a 3D HRP with G5 engineering adds about 492 HP, I thought the repair limpets would be a winner (3D HRP is 260 + G5 HD(72%) + DP(+10%). Using Coriolis my ships goes from 2930 HP to 3190 with 3D HRP, to 3377 with G5 HD, to 3422 with DP. Hmm Inara & Coriolis seem to have different figures for DP!).

But I didn't factor in that the Thargoids seem to target my cargo hatch even more & I kept losing the limpets!! :rolleyes:, also using limpets for hull repair means less for decontamination (without synthing, I need more mats for them), so that ended being a bust, & I'll be fitting a 3D HRP G5 HD DP instead. Damn goids! :p

I also need to find out how to use the SDFN properly, now where was that AXI manual link?......[edit] here, well that doesn't tell me.

Btw, looking at the AX FDL build, aside from it's speed & therefore it's swarm killing abilities, I think it's worse than the Python for AX CZ where you don't intend to synth or kill the swarm. Mainly down to it's lack of optional internal slots. Looking at this tweaked AX FDL build where I ditched both heatsink launchers (I only use 2 gauss at a time, hopefully the FDL can handle that to a similar degree as the Python) & added a SDFN (missing for an AX build!) & shld booster. Despite it's tougher shlds, it has less total shld MJs than my Python because it can't fit an SCB. Also an MRP was missing from that FDL AX build which seems dodgy to me, even with it's faster escaping ability, surely?
And to fit a decontamination ctrlr you've got to further weaken it's hull by ditching an HRP or leaving the MRP out! :eek:

Far preferring the look of the Krait though, a tiny bit weaker shlds & a little bit weaker hull than my Python, but much quicker :). My tweaked version of the AX Krait
[edit]Hmm, hull nearly 20% weaker than my Python once I fitted Military armour to it, not so little! Shields about 10% weaker than the Python......
 
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