AX Weapon Limit. Good Or Bad?

Bad.

It alienates (get it?) all the people who play solo and those of us who fly around in Open for hours and never see another soul in any of the Thargoid systems. I'd ask to wing up with a friend, but FDev scared them all off ages ago.

Plus, it's kinda stupid if you think about it. They've provided no feasible technical reason why a ship can't fit more than 4 of these. "Because we said so" is not sufficient.
 
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If there is a solid in-game rational for the limit, then fine.

If its just an arbitary rule, then it weakens the game.

Just say that each weapon generates a distruptive field around it. When you have more than four such weapons in a small volume - such as a non-capitol ship - it's bad m'kay.
 
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New weapon is out, and bypasses the limit. A conda can now fit 4 AX weapons + two flak launchers.
 
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It's actually a good thing, as standard weapons are better suited for taking their shields apart anyways. This way you can't forget and screw your loadout too badly.
 
Bad design which makes the game worse. Only because it contradicts the established functionality of the game and does so in a way that is totally opaque and feels arbitrary.

It's in the same category as invisible walls on the edges of open-looking game environments, or adventure games with doors that are just part of the background art and cannot be interacted with in any way. Games which resort to these design crutches are objectively inferior to games which do not, and it's always a bit of a shame to see something like this being added into a game which made a name for itself on attention to detail and verisimilitude.

Probably the limit is something they felt they needed in order to narrow the outfitting possibilities they have to deal with, so that balancing the different weapons against the Thargoids would be easier.

There are other ways they could have accomplished this, such as by thoughtful manipulation of power requirements, or by requiring AX tech to have an "activator" device(s) which uses utility slots, or something to that effect. Or even limiting the number of *purchasable* modules per CMDR, on the basis that this is a new technology which has to be rationed until production can be ramped up, etc; but all of these solutions require more work and careful balancing than just erecting an invisible wall.

I don't get the impression that Frontier has a lot of time, attention, resources, or planning to devote to 2.4; so I understand why they need to do it this way; but yeah personally I don't much care for this approach.
 
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Who cares? The AX weapons are garbage at doing their job anyways.

Also, "Elite Dangerous" and "teamplay" are terms from two completely different dimensions.
 
I could understand a 4 limit on the same type of weapon but not a 4 limit overall. But Thargoids have to be hard to beat so it is this way.
 
Bad. It feels fake. No in-game reasoning provided.

This.

They should've figured out a way to create a limit organically if they wanted to impose one.
Set it up so the weapons either use a lot of power, generate a lot of heat, cause corrosive damage when stacked or something so people would willingly limit the weapons they fitted.
Just saying "You're only allowed 4 of 'em" is cheap.

*EDIT*

Also, the new "flak cannon" looks like something Elmer Fudd would use to hunt Bugs Bunny.

Just sayin...
 
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Bad. They just basically stuck a middle finger in the face of all Corvette pilots. Placing size 2s in a size 4 slot seems wrong.

Either make some size 4 AX weapons.

Or remove the arbitrary AX limit.

Actually. Both please.
 
Can't tell from a gameplay standpoint as I haven't bothered with Thargoids at all yet but if it's just an arbitrary limit without reasonable explanation I don't like the idea either.
 
Bad. Another arbitrary limit that makes no sense. Thargoids are still easily soloable. Just remove the limit and be done.

"Sir, I have 6 grenade slots on my belt and we have unlimited grenades"

"No, you can only have 4!"

"Why?"

"Reasons..."
 
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