AX AI-Builds

I used to always think there was some sort of auto-generation for NPC ship builds. Many wrote that they often have modules not in the right and I did not pay attention to them.

Recently they released the Chieftain for AX combat for arxs. And someone wrote that almost one in the same way as the NPC pilots fly against the Thargoids. Since then I now always do not miss the opportunity to analyze the assembly of NPCs, maybe in these formulas there are some rules and tolerances, because it would be funny if AI pilot went to the Titan without AX weapons.

And here's what I see now, (I really do not understand the assembly, even if we assume that the overheating can be dropped caustic damage, how can you get to the Titan without a pulse neutralizer)
The ship has 4 point defenses ! Is this a mistake ? Or are we all missing something and they are somehow destroying the swarm ? After all, a swarm is a bunch of missiles.


P.S. I'm concerned about the topic of swarm destruction on large ships when medium-sized ships are ignored.
 
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Anaconda

Python

Vulture

1. The presence of purifier drones and AX weapons in all drone builds shows that the ship generation adheres to what rules to fight the Thargoids.
2. I don't understand at all the presence of the FSD interceptor and cargo scanner in all builds. Does the cargo scanner show anything on the Thargoids?
3. The Anaconda also like the T-10 has four point defense for some reason. I don't understand why this is in AX combat.
 
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I don’t think much attention should be paid to the utility mounts of AX NPCs because they often have no use for the specialized equipment related to fighting Thargoids - though I have only very rarely seen some with a shutdown field neutralizer. Cannot recall if they actually make use of it, either. Chaff, for example, seems to be even more useless than point defense which may possibly shoot down a single caustic missile (but not a full volley or Thargon kamikaze attack, since they deal the same reduced damage as other human weaponry)… but yeah, there isn’t much of a point to it.

Likewise their AI routine will only fire heatsinks and the like when their heat level reaches a certain threshold. Never seen any of those ships use one in a Thargoid engagement unless firing off a shield cell.

(It’s also funny how the NPCs are just as subject to the 4 AX weapons limit and the rest of their hardpoints are filled with regular human weapons, if they have more than four. The main difference really seems to be that they use human AX weapons and different ‘dialogue’ but otherwise strongly resemble the “military” NPC loadout found in human conflict zones.)

The TL;DR would be that it’s probably a slightly adapted ship randomizer script as used in human CZs, but instead for Thargoid CZs so they have AX weapons, while the rest isn’t nearly as adapted to it. I mean, why else would the game spawn T9s into the fight… although the question of “Why is a dedicated freight ship put into military combat service” is valid for human conflicts too.
 
There are things that are wrong but acceptable. But there are obvious bugs (errors) for example as in my first post.
How could I get to the Titan T10 without a pulse neutralizer ?
This is a clear bug and in fact it needs to be fixed.
 
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