Ships Chieftain AX Chieftain build

I am currently thinking about an AX build to get into all the alien stuff... So far I have absolutely no idea what I am going to need.
Always wanted to try a Chieftain so I guess that's what it's going to be.

I haven't unlocked anything apart from the engineers, no Guardian / Tech broker stuff but that's not bad because building the ship is half the fun.

I am not necessarily looking for the META, I like to do stupid things like installing a passenger cabin, so which stuff is mandatory and what are my options?
 
You need to unlock the Guardian gauss Cannon!!
And a remote flak launcher for the swarm. Lots of heatsinks too

Not sure how passenger cabins fit in...
 
My beginner loadout was just my a-rate G5 combat chieftain with some fixed AX multi's and a xeno scanner banged in. With railguns in the small slots (to deliberately overheat and burn off the caustic effect in conjunction with silent running). Hull reinforcements are important as you will take damage.

Decontamination limpet is much easier for managing caustic effects, but really not necessary just to try it out.
 
Thanks for the tips so far. Just bought a Chieftain and did some light engineering. The turns rates are awesome on that ship!

@GroG79 So remote flak launcher is mandatory?
 
For scouts, nope
What if I want to kill something bigger? Is it possible for a non META Chieftain guy with the reflexes of a sloth?

Also should I use a combination of turreted and fixed or fixed only weapons?

What about weapon limitations? IIRC there was some limit for AX weapons, does that include the guardian stuff?
 
Its really good for the thargon swarms, however so is running away for a bit so its an optional extra even against the biggies.
Thanks. I'd rather avoid it judging by the description. The remote stuff sounds exactly like something where I press the wrong button at the wrong time... ;)
 
What if I want to kill something bigger? Is it possible for a non META Chieftain guy with the reflexes of a sloth?

Also should I use a combination of turreted and fixed or fixed only weapons?

What about weapon limitations? IIRC there was some limit for AX weapons, does that include the guardian stuff?

Chief is nice, but i found it too twitchy for fixed weapons.
So i used a Crusader with 1 large ax turrets and 3 small gauss cannons.
Anyway, if you are set on the Chief, put 2 large ax mc turrets and a medium ax mc turret, then 3 small rails, longrange1 so you dont lose damage past 1km.
So you can practice fixed rails too.

Edit: you can put 4 ax weapons (combination of human ax and/or guardian)

Something bigger? I went for an Anaconda with 4 large shard cannons - works decent for basic intercepors even when piloted by non-FAOFF noobs like me.
Took me 3 attempts to kill my first interceptor (after reading a bit about it and watching a single yt video)
 
What if I want to kill something bigger? Is it possible for a non META Chieftain guy with the reflexes of a sloth?
I recently dove into Cyclops hunting and while there is a learning curve, I managed to turn it into a relatively routine thing now with my sloth reflexes. Once you understand what happens at what points of the fight, a lot of the damage is very avoidable, and there isn't a hurry to do anything. It can be very slow paced combat if you chose.

Also should I use a combination of turreted and fixed or fixed only weapons?

Turreted is nice for scouts, for Interceptors you really need to be able to hit stuff with the Guardian Guass. The big guys don't zip around too fast, and landing precise shots on the hearts isn't too difficult.

What about weapon limitations? IIRC there was some limit for AX weapons, does that include the guardian stuff?

The 4 weapon limit applies to any combination of both AX and Guardian weapons, but not to the remote release flak launcher. With the flak launcher you hold the trigger when you fire, then when the ordinance is within range there are visual and audio cues that signal you to release the trigger to detonate. Mastering it on the swarms has been my biggest challenge, but I am seeing improvement.


While the Chieftain is certainly my preferred medium combat ship, when I plunged into Cyclops hunting I ended up with the Challenger for the main reason of those 3 medium hardpoints giving me a better chance at swarms with that triple flak (the guides I've seen usually have 1 flak launcher, so this obviously isn't necessary for better pilots). It still handles respectably and can FA flip very fast, has enough speed to outrun the bugs, and 3 smalls guass that line up perfectly with the large hard point will one shot Cyclops hearts.

I don't have much shields on it because for the most part I can control the times I'm taking damage and if the shields don't hold, I'm usually back out of harms way not long after they've dropped and it is a very fast reboot on them. An AMFU to repair weapons/MRPs as you boost away waiting for shield rebuild is a nice thing to have. Unless I do something really stupid (pretty often) I can come out of a Cyclops fight 85-90% hull. Anywho, I'm rambling now, but my linked Challenger build could pretty easily be swapped over to your Chieftain with minor changes. I'm certainly no master of Thargoid combat, and not the best pilot out there by a long shot, but this has worked for me for Cyclops kills.
 
Ok, time for a necro thread. With Guardian weapons likely to be obsolete or at least heavily nerfed for the foreseeable, is it worth buying a human AX build again? What does the hive mind think?
 
Ok, time for a necro thread. With Guardian weapons likely to be obsolete or at least heavily nerfed for the foreseeable, is it worth buying a human AX build again? What does the hive mind think?
As easy as credits are to get in the game now, I wouldn’t sweat it to build a medium-sized Human AX ship. Yeah the engineering takes time, but you don’t have to G5 engineer every module. For a lot of the modules, you can get most of the improvements by just going G3 or G4 engineering. Also, if you choose a Krait or Alliance ship, those vessels have some of the most used core and optional internals in the game. You could buy a hull and only equip it with weapons and a few select modules. If the time comes when you need it I’m sure you have ships in your fleet that have highly engineered modules you could swap out in an emergency. If you dont need it, just sell the ship with little to no loss.

Besides, the only difference between an AX Gurdian and Human armed weapon ship is the hardpoints and maybe the module reinforcements. If you already have an AX ship, you can swap out the weapons in a pinch if you don’t want to build an entire vessel. At the very least, buy the weapons and store them. I recommend you build an entirely new ship, but use a hull that you haven’t flown yet or have only flown a little bit. Preferably a medium ship that has a good reputation as an AX combat vessel (like the Alliance and Krait mkII I previously mentioned). It looks like it is going to be another month before anything major happens, and several months before a major Narrative event occurs. You can spend an hour or two every week grinding out credits and farming material and have another boat ready in that time.
 
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