How long is it before "Experimental" becomes mundane?

Hello,
With the limit still in place of 4 "Experimental weapons" per ship having been in place for years and years now despite a war, the proliferation of guardian hybrid technology and variants of guardian weaponry being made available, I'd just like to ask how long does something stay in the "Experimental" phase before it can be more readily integrated onto a ship as standard?
 
I use a mixture of 4 AX-Multicannons, and Advanced Multicannons (with AX ammo) on some of my bigger Anti-Xeno ships....
So, with 'some' weapons, there are workarounds! o7
 
I believe that this is only an issue for long term players. New players will not have this issue. To them, everything is new.

And if the current experimentals were converted to regulars, would it make a difference. Or would new experimentals be wanted?

Steve 07.
 
Given the limit is there to control the potential outbound DPS Thargoid encounters are balanced against, never.:(
Which is a bummer 'cause I'd like to see more options in more hardpoint slots:
  • Class 4 Plasma Chargers (Guardian Tech)
  • AX Seeker Missiles (Human Tech)
  • "Guardian" as an experimental for Power Plants and Power Distributors (Reduces module reset chance and increases available power by 4% respectively)
  • 4 AX weapon limit applied to Guardian Tech weapons only (e.g. human-tech is unrestricted).
  • "Guardian" core modules increasing the 4AX (Guardian) weapon limit by +1 per installed (e.g. so max of 6 with both PP and PD).
  • Engineering on Human-Tech AX weapons.
  • Engineering to duplicate Salvation "Modifications" on the full suite of Guardian weapons.
EDIT: I'd have the presence of Guardian modules on a ship trigger the same reaction from Thargoids as carrying Guardian Cargo...
 
Last edited:
Is there a need for more than 4? I don't think it'd allow us to do more than we can already.
On a big ship like the Conda ? Absolutely. Even with 2 hardpoints used for flak, there are still 6 that could be used for a mix of shards to exert and gauss to kill hearts.....except that's a no go, because no 6 experimental weapons allowed. Or take the Cutter, 2 flak on the wings, 3 gauss under the chin, 2 shards on top. Not happening.
 
On a big ship like the Conda ? Absolutely. Even with 2 hardpoints used for flak, there are still 6 that could be used for a mix of shards to exert and gauss to kill hearts.....except that's a no go, because no 6 experimental weapons allowed. Or take the Cutter, 2 flak on the wings, 3 gauss under the chin, 2 shards on top. Not happening.
Except there's no thargoid in the game which needs that level of firepower to overcome it. Players have taken out hydras 1v1, so what's this achieving other than dialling down the difficultly for the sake of everyone getting a participation award?
 
Except there's no thargoid in the game which needs that level of firepower to overcome it. Players have taken out hydras 1v1, so what's this achieving other than dialling down the difficultly for the sake of everyone getting a participation award?
You gave the answer yourself: To lower the bar for entry into this particular part of the game. I don't see how that would be a bad thing. Players who want a challenge but are already simply too good can still self-impose limits on themselves which ships and weapons they use. I know enough players that have done Cyclops, but never got past Basilisk.
 
Except there's no thargoid in the game which needs that level of firepower to overcome it. Players have taken out hydras 1v1, so what's this achieving other than dialling down the difficultly for the sake of everyone getting a participation award?
But at the same time, how big is the percentage of the playerbase who have achieved that?
Based on steam charts, there are roughly 6k players. My guess is, out of those 6k, less than 100 have soloed a Hydra. And I'm willing to extend that less than 100 to the entire playerbase of ED.
 
Same logic behind the exclusivity the Engineers still somehow hold over the widespread use of their blueprints by most ships within the inhabited galaxy, I suspect.
 
Except there's no thargoid in the game which needs that level of firepower to overcome it. Players have taken out hydras 1v1, so what's this achieving other than dialing down the difficultly for the sake of everyone getting a participation award?
AXI has a number of diverse achievements including a few that limit weapon choices. If this is really about bragging rights, adding more guns and freeing up more hardpoints doesn't really change that. I'd like to see more and heavier AX weaponry in part to mix up weapon choices and in part to lessen the need for synthing. I currently run two modified PCs and two Gauss in part because I like how both weapons work, and in part because the Ammo efficiency on the PCs vs. Cyclopes and Basilisks let me stay out in the field longer than a straight Gauss build.

Adding something like this:

wouldn't suddenly make Federal Corvettes the new AX meta. Nor would it radically change difficulty. Distro and Heat limits would keep damage output at about what it is now. What it would do is free up slots for different kinds of weapons on larger ships; making large AX ships more versatile or have greater staying power.
 
Two large gauss that equal the firepower of three mediums would be welcome, as would be huge shards. That would help out without having to lift the limit of four experimentals. I'm just tired of having to use undersized hardpoints for AX.
 
AXI has a number of diverse achievements including a few that limit weapon choices. If this is really about bragging rights, adding more guns and freeing up more hardpoints doesn't really change that. I'd like to see more and heavier AX weaponry in part to mix up weapon choices and in part to lessen the need for synthing. I currently run two modified PCs and two Gauss in part because I like how both weapons work, and in part because the Ammo efficiency on the PCs vs. Cyclopes and Basilisks let me stay out in the field longer than a straight Gauss build.

Adding something like this:

wouldn't suddenly make Federal Corvettes the new AX meta. Nor would it radically change difficulty. Distro and Heat limits would keep damage output at about what it is now. What it would do is free up slots for different kinds of weapons on larger ships; making large AX ships more versatile or have greater staying power.
No it's maintaining a sense of challenge in a game

But sure, turn thargoids into the same level of difficulty as regular NPCs for all I care. Who needs a challenge right?
 
Lifting the limit of four AX weapons would make the specially-designed anti-Thargoid T9 into a useful anti-Thargoid ship. :)
 
No it's maintaining a sense of challenge in a game

But sure, turn thargoids into the same level of difficulty as regular NPCs for all I care. Who needs a challenge right?
Straw man is straw… a little amusing when a suggestion comes along to add content the criticism is this is a sandbox game and we’re supposed to invent or imagine our own content, but we can’t possibly apply the same logic to creating our own levels of challenge. I’m not asking for Thargoids to be trivialized. Relaxing the hard point limit doesn’t change power consumption issues nor does it eliminate heat issues. There’s no ship in the game that could run more than 4 gauss without drinking heat sinks, and not many where convergence would make it worthwhile. If you eliminate the AX hardpoint limits from human AX weapons you do nothing to the meta because guardian weapons are that much better. Ditto adding the ability to engineer human AX weapons. It would increase build options though.
 
Back
Top Bottom