Make AX Weapons Great Again (4 Quick and Easy Changes)

One issue that has come up with the advent of Guardian weapons is that they easily outclass all human AX weapons, making these quite redundant.

With this in mind, I would like to suggest the following 4 easy changes to make human AX weapons more viable as an alternative to Guardian weapons:-
1. Make the human AX weapons non experimental: Since these weapons are by and large based on human tech, and have been in use for a while, they shouldn't be experimental any more.
2. Give us gimballed AX multicannons: Since we already have guided turreted AX weapons, it makes sense to give an AX multicannon variant with damage between fixed and turreted, especially since quite a few ships require the use of gimbals (such as the T10, would become a legitimately powerful AX ship with changes 1 and 2)
3. Give us proximity fuses for flak: these would allow the use of flak as a fire and forget weapon; the downside would be that it would require a minimum distance from target to trigger the fuse.
4. Change AX missile turrets to guided AX missiles: the AX missile turrets are awkward to use and don't make much sense. Since human ships can lock onto Thargiod ships, AX seeker missiles would be a much more fun to use and sensible weapon.

The following changes would make human AX weapons a clear and more familiar alternative to the guardian weapons. While Guardian weapons would represent the exotic high skill-high reward side, human AX weapons would offer familiarity and flexibility, being capable of use in a greater variety of loadouts and a greater variety of ships (for example, the Type 10 Defender would once again become a powerful AX ship due to being able to fill out all it's hardpoints and being able to concentrate fire from it's widely spaced hardpoints).
 
I do not understand why AX weapons are so much different from regular weapons either. I support the proposed changes. I'd also like to see fixed weapons buffed vs. turrets.
 
Alternatively add experimental effects to the respective engineers that add AX-capabilities to normal weapons. I've never understood why we need dedicated weapons to fight thargoids when it's solely down to the ammunition. For what it's worth, add a dedicated panel to outfitting that let's us change ammo types. Problem solved.
 
Alternatively add experimental effects to the respective engineers that add AX-capabilities to normal weapons. I've never understood why we need dedicated weapons to fight thargoids when it's solely down to the ammunition. For what it's worth, add a dedicated panel to outfitting that let's us change ammo types. Problem solved.

That might be an even better solution. Either through rearming or synthesis.
 
The ammo
nothing else is different

Which makes it even more bizarre that the weapons are not available in gimballed variants; they can make tracking turrets and they can make fixed, but heaven forbid that they make a gimballed weapon (such as is used by most people). The same holds for flak; thousands of years into the future, somehow it doesn't occur to them to slap on a proximity fuse to a weapon meant to attack large groups or for that matter give a better guidance mechanism to AX missiles than terrible turrets.

The human AX weapons are deliberately clunky; more artificial difficulty than actual challenge.
 
I kind of see why they forced you into fixed or turrets for challenge, but yes, missiles need to be seekers, the turrets ALWAYS miss. and I totally agree that we should be able to load up or synthesize AX ammo. However, I think having specific AX weapons makes balancing easier for FDEV and I'm all for making their jobs easier for a minor cost. but I also agree that we should be able to engineer them a bit.
 
Change their stats if they are loaded with AX ammo, change them back when they are loaded with normal ammo. Problem solved.

I'd add the AX effect ON TOP of regular effects. This way the weapons would keep their PvP effectiveness and have the additional value for fighting Thargoids.

Be it through engineers (permanent bonus) or synth.
 
I'd add the AX effect ON TOP of regular effects. This way the weapons would keep their PvP effectiveness and have the additional value for fighting Thargoids.

Be it through engineers (permanent bonus) or synth.

i am pretty sure that FDEV had planned to make the AX effect something you get via engineering

but then the vocal playerbase was fed up by the previous engineering mechanics,
and especially how overpowered engineered stuff was in PvP,
that they requested that the anti-thargoid equip does NOT overpower anything that could be engineered, but not require any engineering either.

there was also the popular request to remove gimbaled hardpoints from the game altogether, to get more skill based gameplay.

FDEV has put everything into the (optional) thargoid content.

so much, that outfitting a ship vs. thargoid makes it totally useless in PvP, and mediocre in Human PvE
 
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