AX Meta bound to change / adapt?

You don't want to just "not overheat". You want to stay under 20% or you will start taking a lot of damage from the interceptors cannon.
This is probably the #1 mistake made by new AX pilots - never fire the main weapons without an active heatsink and full pips in weapons.
 
From my (very limited) practical experience, in an instance with NPC pilots and other CMDRs, it's such a target-rich environment for the interceptor that he often has other priorities, and I usually only pop a heatsink when I actually draw aggro.
My biggest problem in such an instance typically are the Swarms, I'm not sure if staying cold also helps against them?
 
Okay, I'm new to this whole AX thing so please bear with me. I have watched a bunch of tutorial videos, but am having problems implementing them in actual play.

Main problem: the "meta" AX ships are all 100% optimized to fight Interceptors. But in current instances, there are waves of Scouts that have to be cleared away. And that is pretty frustrating when your ship is packing only Gauss cannons. Especially when you can't afford ammo synths.

I understand there have been AX CZs since last year, but haven't played during that time so I don't know if they worked like the ones now. So, is there already a recommendation how to change the hardpoint setup of, say, a Chieftain?
MB replace one class 2 Gauss with a class 3 AX Multi?
Or work with Salvation Shards instead?

Ceterum censeo the 4-weapon-limit needs to go. ^^
my ship can not kill an interceptor alone but it can kill dozens of scouts in nearly no time. maybe wing/team up with me? I am commander Imo. :)
 
First test with a new setup / proof of concept completed.
2x C1 ModPlasma
2x C2 ModShards
+1 C1 TV beam, 1 Flak

I grouped the Plasma with the beam to benefit from some heat dumping while charging up. Ofc it results in a bit of wasted ammo when you dont get the plasma shot off in time and have to release it at some point, but it worked nicely when actually orbiting an interceptor. You don't take away a lot of hull with every hit -- maybe 4% or so per shot on a smaller one. But you also have very low heat buildup and can actually stay <20% almost indefinitely.
When finally the heart is exerted, the Shard can deliver good burst damage quickly.
As expected, it is a lot easier to use than Gausses.

I fought at a planetary site so I wouldnt have to worry about the swarm; well instead I had to worry about the ground. xD And there was a huge bunch of Scouts who actually harassed me quite bad. During the instance I probably lost enough hull to be destroyed twice over, but I docked to repair about 3-4 times. So there's definitely room for improvement there. But in the end the instance was won and I got >60M in bonds (I wasn't there from the start), so not too shabby.
 
Back
Top Bottom