Following a few simple rules goes a long way in creating an enjoyable experience for all: AXI Presents twelve good etiquette rules to make the most of

Edit: The following post uses the handy list provided by @Aleks Zuno to reference the rules put forth in the OP's video.

  1. Avoid using Ship-Launched Fighters in large instances
...We (and/or FDEV) really need to figure out the whole SLF-induced lag thing. It's getting silly at this point.

  1. (Controversial / personal opinion) Please don't bring Plasma Chargers to a large group fight
I'd argue that Plasma Chargers are fantastic all-around AX weapons and should be brought to all AX fights. They quickly exert hearts and destroy them; the three I have on the chin of my Cutter only need 3 volleys to pop a Medusa heart. They are also great anti-Scout weapons (only need 3 the oneshot a Scout) and are very ammo efficient.

If the concern is proccing Panic Shields, it'd be better to point out that they activate at 50% of an Interceptor's remaining HP, and pilots should adjust their DPS accordingly as hearts are destroyed; or, coordinate with the other pilots in the instance to burn down the Interceptor before the shields activate if it's health is low enough.

If it's the stupidly large VFX cloud after they impact, well... not much we can do about that, aside from asking FDEV to change the VFX. It's certainly annoying, even as a solo CMDR. That and the SFX... EEEEEEEEEE!

  1. Don't ram the thargoid
While absolutely unlikely, I feel like these three points were made specifically with me in mind:
  1. I use Guardian SLFs.
  2. I run a 6 Salvation Plasma Charger Cutter.
  3. I ram Thargoids. Admittedly when they're dying already, but come on - you can't just simply not fly a Clipper or Cutter and not ram things! :p
    1. Though I do that too with SLFs. I think I have a problem...

  1. Stop using beams once shield is down
Now this one confuses me...

  • (12) Interfering with the Interceptor targeting is the cited reason (insofar as one needs no cooling if not being targeted).
... because I'm pretty sure Interceptors react to DPS output too - if you're not putting out enough DPS, the Interceptor will switch to a higher-DPS-outputting target.

I don't know if that's raw DPS or resistance-adjusted DPS, though.

I also contest the assertion that cooling is not needed if not being targeted, particularly in AX CZs - running cold helps to avoid fire / missiles from Scouts and other Interceptors too.

To help supply at least one reason related to 10, my personal observation is that often stabbing the Interceptor shield just provokes a new shield anyway (this happens if the Interceptor is still emitting missiles at the time).
Interceptors will also deploy a new Panic Shield if their HP is below that 50% remaining HP threshold and the previous shield is destroyed - no cooldown whatsoever.

This subject is so dear to people as a scapegoat, no amount of evidence is going to convince them.
That's my fear with the SLF situation - we're at the point where SLF users will always be needlessly shamed / attacked even if the lag issue is / has been fixed.
 
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It depends. Ram a cyclop's shield off and give the bug a full blast of 6 shards.
Honestly surprised the video doesn't mention how gibbing is likely to break the instance due to individual players having slightly desynchronized views of the interceptor, leading to some seeing it still alive when others see it dead... but then again since it was produced by AXI, probably not surprising.
 
Has anyone complaining about SLFs actually tried an instance with an SLF out, or have they just yelled at and/or attacked the person launching it?
Yesterday was in a large Private Group fighting at a ground station. About 7-8 commanders present. Working great for 30min then someone came in and launched a SLF. The Hydra I was working immediately started rubber-banding so bad I couldn't attack with any precision. Finally gave up and switched to another instance.
 
but i think point 9 is out of order to be honest....... i do wonder now if that is why on a couple of occasions i have been ordered to leave an instance the moment i drop in, which frankly i think is pretty damn rude.

Indeed; the problem I see with point 9 (the Plasmas) is that it is true that the energy cloud can be more detrimental than it was worth, however:
  • The effect of distributing blanket advice not to use Plasma in one scenario will be to create a segment of pilots all saying never to use it.
  • A larger segment of pilots will end up avoiding Plasma without knowing why.
  • There was absolutely no mention of raising the matter as an ongoing problem, insofar as the effect is the same as if the weapon did not work.
It is possible to claim that the energy cloud could be part of its balancing, though I find that tenuous at best, for Plasma has several disadvantages already: the charge time, the high Distributor draw, the 1 km fall-off, the one-quarter Breach damage. If the energy cloud is ever considered not part of the Plasma balancing, at that point there is a very strong case for calling for hastening, reducing or removing the cloud. By numbers alone, I see the Plasma as having a very appropriate place among a nice collection of weapon choices, and introducing visuals into that appraisal disrupts that design.

Changes can happen; I remember update 11 breaking Fragment Cannons (class 3 gimbal) in Horizons 3.8. I was told repeatedly by various Commanders that problems in Horizons 3.8 would now never be fixed, but I refused to forget the issue, and it was fixed in update 12. I realise there is a difference between being effectively offline and being literally offline.


I'd argue that Plasma Chargers are fantastic all-around AX weapons and should be brought to all AX fights. They quickly exert hearts and destroy them; the three I have on the chin of my Cutter only need 3 volleys to pop a Medusa heart. They are also great anti-Scout weapons (only need 3 the oneshot a Scout) and are very ammo efficient.

I agree absolutely! I enjoy very much having a pair of Plasmas and a pair of Shards, and I think that a no-Plasma rule belongs strictly within the group who wants the rule, not part of a broadcast to the Galaxy at large.

Actually I agree with all of your comments above; I wrote up the list earlier without making my own, where I withheld how I found myself at around one-third agreement, at most one-third inapplicable, and at least one-third disagreement.

Even point 3 (Report Crimes) I think again belongs only within that group, for Commanders have always been required to be careful with weapons, and submitting to that will just result in careless pilots continuing to be careless. Eventually they will scratch the paintwork of a system AX forces starship, then complain that the system AX forces should be removed or marked as Lawless rather than improving themselves. I see a lot of complaints about Report Crimes being enabled, and very few thanks from those who were careless with their weapons but were saved by the target having Report Crimes disabled.
 
How can i be sure? I cant
but eventually i left that instance and the next one was stable and the next one after that too 🤷‍♂️
If the instance suddenly became much more laggy after the fighter was deployed. If you joined after the fighter was already out, then yeah, there's really no way to tell.

The thing is, I've had plenty of laggy instances with no Fighters at all. Rubber banding, enemies not taking damage, Hearts becoming invincible, the gamut. If that can happen with or without a fighter out, it seems to me the fighter probably has nothing to do with it.

Which isn't to say I can say with any confidence that it's not what's causing it, I just think you would be a good idea to get a large group of players together with fighters, Fly for a while without deploying them, and then deploy them, all at once, and see if there's a noticeable difference. If one fighter out causes lag, you would assume that 10 or 15 would irrefutably demonstrate it.

Worst case scenario, even if it is still bugged, at least we could point at that video whenever anybody asks.
 
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#2 seem to imply that people playing in Open should accept gankers in AX CZ
I dont accept that.
:)
People playing in open in general should "accept gankers"
Since the war started I've encountered only three murder-hobo Cmdrs...got mass locked by a Coriolis station the first time, which was painful, but still managed to get to high wake out of there.
They've been more of a minor inconvenience than anything else when I've encountered them...but always prepare as if one's in your instance, more so on a planet startport CZ. Fully engineered ship and always have a star selected to high wake to, that's not blocked by the planet or another star.
 
That's what happened in my case. Pretty obivious that the issue started when the SLF was launched. Likely just one of the causes/factors affecting lag/rubber-banding in the game?
One of many, yeah. Any chance you were recording at the time? Did the lag linger/improve/get worse? When the fighter died, did anything change?
 
  1. (Controversial / personal opinion) Please don't bring Plasma Chargers to a large group fight
  2. Don't ram the thargoid

So you dont want my corvette armed with 6 yes SIX engineered PCs in your fight with a hydra?(i'd use the 30% premium ammo ....but I want to give the thargoids a sporting chance )
Which is strange as the other day I was in you AXI group fighting a hydra and someone asked "Where the hell is our DPS tank?" (reloading on the pad as it happens)

And I never ram the thargoids.... they just fail to get out of my way... besides... saves having to aim your weapons at the thing and avoids damage drop off too.

Bill

They dont call me wild bill smith for nothing ... ;)
 
So you dont want my corvette armed with 6 yes SIX engineered PCs in your fight with a hydra?(i'd use the 30% premium ammo ....but I want to give the thargoids a sporting chance )
Which is strange as the other day I was in you AXI group fighting a hydra and someone asked "Where the hell is our DPS tank?" (reloading on the pad as it happens)

To be quite clear, I just transcribed the text in the video! I love having Plasmas around, and I have never joined an AXI group. I think I need to fiddle with that list and add that clarification!
 
Actually I agree with all of your comments above; I wrote up the list earlier without making my own, where I withheld how I found myself at around one-third agreement, at most one-third inapplicable, and at least one-third disagreement.
I was using the handy list you generously provided to reference the points the video made - and I thank you for transcribing it :D

I'll go back and edit my last post to clarify that a bit 🙃
 
I just wanted to ask where are gankers - I haven't seen one in last 2 - 3 weeks, always playing in open, in popular systems ax cz.
About plasma chargers - problem is not the weapon itself, but the pilot. Skilled cmdrs will not produce problems with this weapon, only unexperienced pilots with wild shooting will reduce visibility, without any result.
And about ramming interceptor - it depends from actual situation. Sometimes, in group of skilled cmdrs, I will stay at distance, and shoot from time to time, only when I have clear view and it has a sense. But sometimes you notice that cmdrs are not sure what to do, they shoot too much when it's not useful, and they don't when heart is exerted - and then I have to fly in the face of interceptor to destroy the heart before it's recovered.
I noticed that many novice ax pilots enjoy to destroy cyclops just by blind and wild shooting, and then they think they can fight hydra in the same way. But ok, they will learn. We were all beginners once.
So, some of this rules are relative. Like to stay afk on landing pad - it depends from the number of landing pads and number of ships in this instance. If you are aware of this things, then it's not the problem if you stay 5 - 10 mins afk.
 
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Verbatim written version, purely as a convenience and not necessarily an endorsement:
  1. Remember the human; be nice
  2. Choose the game mode that best fits your play style
  3. Turn off "report crimes against me"
  4. Be present in voice channel
  5. Keep conversation on-topic; don't be "that hot-mike guy"
  6. Properly request (and offer) a wing invite
  7. Quickly dock/undock; don't AFK on the pad!
  8. Avoid using Ship-Launched Fighters in large instances
  9. (Controversial / personal opinion) Please don't bring Plasma Chargers to a large group fight
  10. Don't ram the thargoid
  11. Prioritize resetting the swarm if it flies over you
  12. Stop using beams once shield is down

Paraphrased clarifications given verbally:
  • (6) State your Commander name and system name when requesting a Wing invite via voice channel.
  • (8) Lag is the cited reason.
  • (10) Shield damage is the implied reason for trying, though no justification is provided, citing brevity as the reason.
  • (12) Interfering with the Interceptor targeting is the cited reason (insofar as one needs no cooling if not being targeted).

To help supply at least one reason related to 10, my personal observation is that often stabbing the Interceptor shield just provokes a new shield anyway (this happens if the Interceptor is still emitting missiles at the time).

OP and Video Author here

Thank you for the transcription! Really helpful in this forum setting. Much appreciated.

Hopping in to clarify 10 and 12.

Re: 10) Ramming

The “ideal way” to deal with thargoids that can’t easily be immediately gibbed (that is, anything other than a cyclops) is as follows:
A) Exert and destroy heart.
B) Use beams, stay cold, and stay outside of minimum range (1km is safe for all ships; some can get closer eg the Dolphin) while depleting the shield, until the goid “wakes up” (starts shooting again)
C) switch from beams to (your weapon of choice) and repeat A and B until dead

If you do it the way above, you will never see panic shields, you will never see special attacks like EMP and caustics, and you kill goids in the fastest and most reliable manner.

Ramming goids inevitably breaks the “minimum distance” criteria above, and invariantly results in them waking up, very often panic shielding, and a mess of an instance where goids start firing caustics, raise panic shields, turn and fly away, and make life harder for all.

For whatever mystical netcode reasons, ramming in a wing a goid that is NOT sleeping has a very high chance of triggering a panic shield. And as we all know, fighting a Hydra that simply keeps re-shielding, without making any progress, just sucks.

Re: 12 aggro management

If you’re using beams at any time, chances are that you’re not actively looking to take aggro.

Yet using beams, and especially the large versions and/or multiple beams at a time, actually has a fair chance of (unintentionally) taking aggro.

Taking aggro unintentionally tends to screw things up, as the goid will turn away from whomever they were fighting, and towards you now.

That is an issue as the CMDR holding aggro has by far the easiest time in dealing heart damage - as the hearts will be facing them directly.

#12 is, at its core, “Only take aggro if you are ready and able to promptly deal damage, else - don’t”
 
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