Ax weaponry upgrade or engineering

Greeting cmdr a question for anti xeno fighter out there will a upgrade from experimental to engineering capable ax weaponry be a good idea with guardian weapons effectiveness ax are only (In my opinion and experience using it against scout highter tier interceptor are hell particularly in a ax cz or will it stay that way and wing fighting is the way? Guardian weapon like gauss can be great but the grinding for reloading mid battle is quite time consuming by now research should have drop effective weaponry apart from guardian one from story point of view and each week the narrative is the same and seems stuck in a way with no real sense of development or importance for more cmdr to engage at it .Thanks for a feedback and this forum whatever may be said from pc to console was a very good helping guide and nice cmdr cheers.
 
Greeting cmdr a question for anti xeno fighter out there will a upgrade from experimental to engineering capable ax weaponry be a good idea with guardian weapons effectiveness ax are only (In my opinion and experience using it against scout highter tier interceptor are hell particularly in a ax cz or will it stay that way and wing fighting is the way? Guardian weapon like gauss can be great but the grinding for reloading mid battle is quite time consuming by now research should have drop effective weaponry apart from guardian one from story point of view and each week the narrative is the same and seems stuck in a way with no real sense of development or importance for more cmdr to engage at it .Thanks for a feedback and this forum whatever may be said from pc to console was a very good helping guide and nice cmdr cheers.

Frontier has already said they want to be able to let players engineer expirimental modules in the future, but we have no idea when thats going to be.
 
+ 1

Would like to see sations being upgraded with AX weapons too, so they can at least have a form of defense.
 
+1
I want some engineering on guardian and ax modules.

Mostly the xeno scanners range. Lol
And ammo capacity

Key difference: I'd rather have things fixed, than having some grind added so you can work around the problems.

Means, i wouldn't want any more engineering there. The xeno scanner should simply be given the range it needs to work properly. It's one value to change, doing that would save both the developers and us a lot of time.

Same for the weapons: they are doing the job. Their one and only redeeming advantage is that they can not be engineered. That means that this is the one aspect of the game, where FD doesn't have to work around the power gap they have created. Here they can actually still provide content which is challenging for the veteran player, but still can be done by a newer player.

Oh, and btw: all the "but i can't solo AX CZs", which seem to be the root cause for this:
1. You ever came to the idea that some content in the game is aimed for more than one player?
2. Actually i'm not even sure that the first point is true in this case. I am still trying to adapt and think it might be possible.

I mean, I also noticed that using the same ammo based weapons vs. scouts and interceptors left my dry very quickly. But scouts can be destroyed with other weapons. So instead of a smaller ship, i switched to my good old T10. I put two C3 shard cannons on one side. Both being on one side means they are close to each other that most of their spread overlaps. Thus I can use them together on one target. They can deal plenty of hurt on an Interceptor, so they sure do their job. I also slotted a C2 gauss in the belly C2 hardpoint and a C1 gauss on one of the small hardpoints. That's close enough for me land both shots on a heart at the same time. The rest of the hardpoints are filled up with flak and lasers. So the lasers are what i use to kill scouts. It might be a bit slower than using AX weapons, but it gets the job done without needing ammo.

Mind you, i haven't successfully finished an AX CZ yet. I am not good enough a pilot. At some time i just mess up and have to retreat for repairs. But unless the interceptor density gets much higher later in the AX CZ, i would expect my ammo to actually last me through it.

So really: i am not convinced yet that ammo synthesis or (god beware!) more engineering is the way to go here. Set up your ship accordingly or bring some friends and you are good to go.

Where i really agree is that the Xeno scanner needs more range. But I'd rather have the item fixed, than yet another engineering-grind-crutch be implemented for something which FD can easily solve by just modifying one parameter of the base module.
 
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Key difference: I'd rather have things fixed, than having some grind added so you can work around the problems.

Means, i wouldn't want any more engineering there. The xeno scanner should simply be given the range it needs to work properly. It's one value to change, doing that would save both the developers and us a lot of time.

Same for the weapons: they are doing the job. Their one and only redeeming advantage is that they can not be engineered. That means that this is the one aspect of the game, where FD doesn't have to work around the power gap they have created. Here they can actually still provide content which is challenging for the veteran player, but still can be done by a newer player.

Oh, and btw: all the "but i can't solo AX CZs", which seem to be the root cause for this:
1. You ever came to the idea that some content in the game is aimed for more than one player?
2. Actually i'm not even sure that the first point is true in this case. I am still trying to adapt and think it might be possible.

I mean, I also noticed that using the same ammo based weapons vs. scouts and interceptors left my dry very quickly. But scouts can be destroyed with other weapons. So instead of a smaller ship, i switched to my good old T10. I put two C3 shard cannons on one side. Both being on one side means they are close to each other that most of their spread overlaps. Thus I can use them together on one target. They can deal plenty of hurt on an Interceptor, so they sure do their job. I also slotted a C2 gauss in the belly C2 hardpoint and a C1 gauss on one of the small hardpoints. That's close enough for me land both shots on a heart at the same time. The rest of the hardpoints are filled up with flak and lasers. So the lasers are what i use to kill scouts. It might be a bit slower than using AX weapons, but it gets the job done without needing ammo.

Mind you, i haven't successfully finished an AX CZ yet. I am not good enough a pilot. At some time i just mess up and have to retreat for repairs. But unless the interceptor density gets much higher later in the AX CZ, i would expect my ammo to actually last me through it.

So really: i am not convinced yet that ammo synthesis or (god beware!) more engineering is the way to go here. Set up your ship accordingly or bring some friends and you are good to go.

Where i really agree is that the Xeno scanner needs more range. But I'd rather have the item fixed, than yet another engineering-grind-crutch be implemented for something which FD can easily solve by just modifying one parameter of the base module.
Thank you cmdr good set up? i did close too as you finish a Ax cz tgat was not not bugged managed the two tier 1 interceptor but ammo run dry for scouts left but not sure if more interceptor would have come anyway i think its wing and other cmdr perhaps.Mind you i love the aspect and team thinking around those engagement but it demands too much time for a second job kind of stuff ,if really fd is pushing the thargoids narrative that much purposely i would have think they will have upgrade us also sooner than later,yeah i Don't like big ships for goids either nevertheless its good ur good with it cheers cmdr nice to know some opinions on the situation other than me.
 
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