You are brave indeed !!!So far there is no problem to use any ship (including T7) against Thargoids.

You are brave indeed !!!So far there is no problem to use any ship (including T7) against Thargoids.
Yeh, I think with the Challenger I'd be looking at some combination of C1 Mod Plasmas, C3 EAX MC and C2 Mod Shards - but that's a lot of different fire groups to manage. If C1 EAX MCs were a thing I could see how running a couple of those alongside a C3 up top and the 3 Shards / Plasmas down below would work well. Assuming there's a C5 slot somewhere for the stabilizer ...You need to keep one thing in mind with the Chally : weapons focus is basically divided in 2 groups.
The 3 C2 hardpoints are closely horizontally aligned on the bottom of the ship, which is perfect for fixed weapons, whereas the top C3 slot is quite off them - and perfectly centered with the 3 C1 slots. Hence cool 1L3s and/or 3m possibilities. Splitting that in 2m2m might give actual mixed results.
There is, but you don't have enough power for 6 Guardian weapons (3 C2 Mod Shards + 3x C1 Mod Plasmas).Yeh, I think with the Challenger I'd be looking at some combination of C1 Mod Plasmas, C3 EAX MC and C2 Mod Shards - but that's a lot of different fire groups to manage. If C1 EAX MCs were a thing I could see how running a couple of those alongside a C3 up top and the 3 Shards / Plasmas down below would work well. Assuming there's a C5 slot somewhere for the stabilizer ...
You don't fire them all together unless you're trying to gib something anyway; by firing half of them until they're empty then switching to the other half (allowing the first lot to reload) you can continuously fire/always be ready to hit a target when it presents itself.As Aleks Zuno said, problems come when you try firing all that at once : the C6 distributor (Weapons/Super conduits mandatory) depletes in a blink and won't support it all.
Because IMO these plenty hardpoints are not intended to be used together and that's where it is whole part of the build to split fire groups and use weapon types alternatively.
Iād be intrigued by 3 small mod plasma / 3 medium mod shard ⦠except it would suck against Glaives!!!!G5 Armoured/Monstered with a little power management is enough on a Chally (bugged stabz discounted) for 6 Guardians weapons : set FSD and cargo hatch on a low priority group (=they will be disabled when deploying hardpoints), leave shields and Guardian modules at home and enjoy ~17MW for guns.
As Aleks Zuno said, problems come when you try firing all that at once : the C6 distributor (Weapons/Super conduits mandatory) depletes in a blink and won't support it all.
Because IMO these plenty hardpoints are not intended to be used together and that's where it is whole part of the build to split fire groups and use weapon types alternatively.
My advice is, be creative here : by mixing Shards' instant shot with Gauss fire delay, plasma/scanner charging time and/or beams/MC continuous fire and so on, you can set 2 or 3 functions on a single button with short push, half-long push, constant push.
You can then make "situation fire groups" with everything you need in a given situation under 2 fingers, and say goodbye to finger-mixing-cycle-through "1 button = 1 item" and "where am I - where is that f* <whatever> gone now".
The two things I obviously always need a separate fire group are caustic sink and limpets, hope we get hotkeys for them some day.
Whenever I get some online time I really have to try that "3s gauss, 3m plasma, 1L beam" build, sounds as fun as devastating![]()
It would be great for 60seconds. It would be very bad for the remainder...Iād be intrigued by 3 small mod plasma / 3 medium mod shard ⦠except it would suck against Glaives!!!!
They don't.Maybe the C3 and central C2 would have enough convergence for gimballed AX MCs and then you could have 2 medium shards or 2 small plasmas on the other trigger at any one time?
Ah, yes, great site!It would be great for 60seconds. It would be very bad for the remainder...
They don't.
You can check their convergence for the shooting distance (slider) that you find best: Elite Dangerous Ship Anatomy - Alliance Challenger
I'm not sure against anything as they are exactly overlapping in their use : they both "splat" their damage and have an AP around 90. Only except on hearts you would see a difference : difficult to aim but lethal plasma shots, easier aiming but partial damage for shards. Besides, both are very distributor-hungry.Iād be intrigued by 3 small mod plasma / 3 medium mod shard ⦠except it would suck against Glaives!!!!
The main problem with hardpoints below ships and gimballed weapons is that we pilots generally aim upwards and not downwards, so the belly and nose of the ship are an obstacle to the target. Gimballing works and points to the target but the weapon won't fire... in the nose. You can learn targeting downwards but it is tricky to keep a blind track of where your foe is.Maybe the C3 and central C2 would have enough convergence for gimballed AX MCs and then you could have 2 medium shards or 2 small plasmas on the other trigger at any one time?
IMHO, I find Mod Plasma Chargers very good for exerting and not so good for killing hearts. They also generate much less heat than Mod Shards, but have higher distributor draw.I'm not sure against anything as they are exactly overlapping in their use : they both "splat" their damage and have an AP around 90. Only except on hearts you would see a difference : difficult to aim but lethal plasma shots, easier aiming but partial damage for shards. Besides, both are very distributor-hungry.
The main problem with hardpoints below ships and gimballed weapons is that we pilots generally aim upwards and not downwards, so the belly and nose of the ship are an obstacle to the target. Gimballing works and points to the target but the weapon won't fire... in the nose. You can learn targeting downwards but it is tricky to keep a blind track of where your foe is.
Thus these hardpoints are way better used for fixed weapons.
Despite a sore eye and a leaky nose that made my gauss aiming go from bad to worse than ever, I found some time last night to do a planetary CZ with the "3s gauss, 3m plasma, 1L beam" Chally.
https://edsy.org/s/vfrfVcm
Well, one single word : it's awesome.
I felt so clumsy with it and underusing it, I'll have to grow some skill [again] - and yet it was already a monster. It requires skill in everything but I think it must be spectacular in the right hands.
The plasmas are 1-shot lethal to scouts, say goodbye to regen, I loved going rampage head-on into 10-packs, my revenge from U15.00 is done.![]()
Might become less ideal for Basilisks. But it sounds interesting indeed...I only got Cyclopses as interceptors, no Glaives, and the two weapons set are a perfect match. Beam on, 1-shot the hull with plasmas, 2-shot the hearts with gauss, not even time to return fire, next please. See below, I can bet Glaives are dust long before the guns are decayed.
BLASHPHEMY!!! Burn the heretic!!!The distro handles everything just fine as long as you don't shoot the stars, heat management is perfect with the beam powerful enough to save a bunch of heatsink waste on "slow" shooting time.
The ship is fast enough without boosting and provided you keep track of your momentum and don't go nuts on the stick - otherwise it'll stall and leave you a sitting duck for a good Palpatine and 10 seconds face-slapping.
The main problem is... plasmas are way overpowered.
Nice advice!!When fired in range on a Clops' nose they are sure to trigger panic shields - you have to either take a distance or aim at the edge to mitigate damage. Don't try to grind shields with plasmas or it'll be gone before 30s and you're good for an extra one. Don't shoot hearts with them because if you ever miss, shields, bummer.
It will. Rest assured. Bugs that players enjoy are patched first...All this is an excellent forecast for higher variants - unless the stabilizer power bug is fixed, of course.
Yeah. In EDSY you can preview that problem.I think an overcharged PP could handle it but I'd be worried about heat then.
Please post your impressions on the efficiency of that build and how the tests went along.Some interesting thoughts on Chally builds coming it here. Iām a fan of both Mod Plasmas and Mod Shards so I might try the following:
Will require a C5 weapon stabilizer so hull might suffer a bit but youād hope thatād be enough firepower to drop a Glaive before it did for your guns completely; has an AX MC for helping on Scouts (with either shards of plasmas to finish) and - of course - plasmas for hull / shards for hearts against Interceptors.
- 3x C1 Mod Plasmas
- 2x C2 Mod Shards
- 1x C3 EAX MC
- 1x C2 TV Beam
I think I still have some G5-ish engineered hull for a Chally stashed away ⦠only got two 1D Plasmas, though ⦠would need to go run some āerrandsā to pick up a third!
Okay ⦠first impressions are in ā¦Please post your impressions on the efficiency of that build and how the tests went along.
Something to remember with AFMUs is that any module set to be repaired will turn itself off - so you can give the AFMU a low priority so it stays off until you set something to be repaired, then it switches on to do its job and turns off again when you reactivate the module.Also, I had originally intended to use my G4 Armoured Power Plant but it quickly became obvious it would be be up to the job! So a G3 Overcharged / Thermal Spread alternative was donated from my Mamba. But even with that, I had to drop the AFMU to a 2B.
Unfortunately, its main job is to repair the 5D Module Reinforcement which takes no power!Something to remember with AFMUs is that any module set to be repaired will turn itself off - so you can give the AFMU a low priority so it stays off until you set something to be repaired, then it switches on to do its job and turns off again when you reactivate the module.
It is awkward in the way that against scouts and cyclopses it feels like chasing flies with a hammer. Couldn't check yet but I'd bet (with the right skill, so not me todayI was under the impression that it would be really awkward and have limited use !!
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Awesome! Iām gonna be taking my Chally out again in a bit too.Gave it another (planetary) try yesterday evening, and I can confirm : yes, there is at least one medium ship that is still more than viable for AX
Meaning with (very) common skill and on par or better than large facetank&punch boats - with all due respect I guess people who could make an Eagle viable to speedrun a deep-space Hydra still can, but that won't be me.
It's even the most potent and consistent build I've had yet at all. Its limiting factors are 1) Gauss ammo, both the hardest shots to land and the smallest magasine and 2) heat sinks synth timeslots, gotta anticipate that if you don't want to end up with frequent 30s runaway/orbit deadtimes or incur massive damage.
I don't count 3) the lack of a flak launcher - trading a plasma if needed is obvious.
I'm beginning to get the do's and don'ts with cyclopses, patience and aiming it is, then it rolls on as fast as heat management allows. I even ended up smashing hearts randomly during sleep phases as the bugs passed by instead of focusing on one. The only stronger ship I've ever had against them is the Shardconda but only for its 100% gibbing capability.
I got one Basilisk as a first spawn, it popped too fast to enjoy and with far less damage taken than with the shard boat. Medusa, please.
No Glaives again.
I took my chances against a Hydra in the end. Aggroed both and an extra Cyclops togetherand even in this creepy situation I could stand the ground for minutes, exert a heart twice and injure it - first time for me, before that I could barely scratch the hull. I'm convinced that without improper aggro I'd have it blown to caustic dust without much harm and more ammo than repair R&R.
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