New AX weapons feedback

A logical workaround for synthesis would be the ability to purchase AX ammo and store it in cargo, or have optional slots devoted to AX ammo storage.

By the way, is the Thargoid scavenger kill count exploit toward Elite still a thing?
 
There are now 2 corporations in the game who's busines is the collecting of guardian technology. These corporations are capable of producing the new modules. Why can they not sell us the ax ammo for the weapons they developed?
 
If it was so that you had to select conventional or AX ammo at the station and then be stuck with it unless you use syth to change it, I would be fine with it. Having to always syth to access the AX mode makes it useless to me because ammo synth is cancer. If they come at medium sizes, I might put one or two on my ships in place of regular MC because why not, but I will never use them in AX mode. If the missile by some miracle wins, I might have a very niche place for the small one too on my ruins explorer.
 
They should have made the recipe just, really really light, like:

2 iron, one gaurdian power cell

Job done.

That would make these weapons about being able to be switchable - and utilise the synthesis system to apply the swap (they need something, and adding in some extra control just for this would be odd, so synth seems like a decent plan actually)

Also just put gimbals on them.... (and heat seeking missile version) I mean... why?!

Well, I think I know why - the designers REALLY wanted to get people using fixed weapons, this was pretty evident when they buffed the damage on them considerably, then did this with new weapons. I have no real clue why the designers are so adamant we use fixed weapons though - and for those who do, the damage buff is enough incentive - some people just want to gimbal though, why stop em...?
 
New AX weapons should do both normal and AX damage on their own without synthesis.

I might be wrong but I suspect the original idea was that AX weapons would force players to make choices or work together.
A ship that's especially capable of fighting 'goids would be vulnerable to attack by human ships and vice-versa.
The result being that if you're fighting 'goids you have to be careful to avoid conflict with other human ships or you'd have to be defended by other ships with appropriate weapons.

Not saying whether that's a good idea or not.
As things are, I simply choose to never fit AX weapons 'cos 'goids aren't anything like as big a threat as other human ships.
 
The whole ax stuff has been wrong from the beginning and it only gets worse. FDEV somehow managed to make me completely uninterested in fighting aliens. And that's not just the weapons but basically everything that is somehow related to Thargoids.
It took me two years to get interested in Engineers so there is hope I'll join the fun in 2021.
Just my opinion though.
 

Deleted member 38366

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While I don't have much to do with any of that (no interest in Guardian Weapons), I scratched my head when I read that AX Ammo Synthesis would consume precious Guardian Mats.

That's a bit like.... like rearming your MultiCannons with Void Opals lol
It seems just an invite to more grind towards Guardian junk collection, so it can track on their clock as "Game time".

PS.
Synthesis being Synthesis.... wouldn't it fail and cancel every time under attack anyway?
Can't imagine any Player rearming Weapons with proper Ammo after being attacked - unless it's in a ridiculously fast Ship.
So there goes your chance to switch Ammo after being Interdicted by a Player - and should that been dealt with, it'd need yet another Guardian Mat Syntheses if you were enroute to fight Thargoids?
What if you leave the NHSS Instance and get Interdicted again? Yet another switching of Ammo via Synthesis, wasting all that precious Synthesized Ammo?

Don't know... All that doesn't sound like a smart design decision to me...
 
Don't know... All that doesn't sound like a smart design decision to me...

I mostly agree, however, I think 90% ish of the problem with it goes away if you make the recipe REALLY basic. "Precious" gaurdian materials - I mean... I guess they are, but some are really crazily common in the right region, and you could have 350 or so of them.

If it was just one of those mats (plus some other common mat) to synth ammo, I wouldn't really care about losing a few reloads here and there, and then every once in a while, I'd head over and re-stock on the stuff.
 
What's so special about multicannons and missiles specifically that they're the only standard (i.e. not from a tech broker) human weapons capable of taking ax modifications? Why not torps / cannons / frags?

Because FDev think they are the best weapons that interest most CMDRs. Or they think they're the worst weapons so thargoids can put up a real challenge when CMDRs are using them. Either way it's bullsh*t.

By the way I'm happy to be proven wrong.
 
I mostly agree, however, I think 90% ish of the problem with it goes away if you make the recipe REALLY basic. "Precious" gaurdian materials - I mean... I guess they are, but some are really crazily common in the right region, and you could have 350 or so of them.

If it was just one of those mats (plus some other common mat) to synth ammo, I wouldn't really care about losing a few reloads here and there, and then every once in a while, I'd head over and re-stock on the stuff.

The next InIn thing is probably about developing alien material traders.
 
The problem is the sheer amount of stuff needed for one single reload... it's mental

Multicannons: 2 Tin, 3 Zinc, 2 Phosphorous, 1 Guardian Power Cell, 1 Guardian Power Conduit, 1 Guardian Tech Component

The tin alone will annoy the heck out of me, why did it need to be tin? couldn't it have just been iron, I mean... we are already using "rare" guardian items! Zinc and phospherous spawn like crazy on planet surfaces, a little annoying, but not too bad, not sure why 3 Zinc but hey...
Then 3, different, gaurdian mats.
Why?
One of them is fairly rare as well. Power cells drop a lot at guardian sites and in the new mat USS's, not as sure about conduits, but I don't remember them being annoying. But tech components are.... distressing.
Just use one!

Missiles: 6 Phosphorous, 2 Arsenic, 2 Mercury, 1 Guardian Power Cell, 1 Guardian Power Conduit, 1 Guardian Tech Component

6???? 6???? Phosphorous - why six? I mean, it's not uncommon but...
Arsenic AND mercury?! I've seen entire threads dedicated to "Where is the arsenic, I have been trying to find it for hours"
Again with the three different guardian components.... ugh.

Choose one gaurdian item, and have it cost one of those.
Choose one or two, common, raw mats.

plz.
 
It's the least they can do to apologize for their balm cricket planning: I rage quitted the Interstellar Initiative after the imperial cap ship and the other Segnen npcs started shooting on me even if I was allied with them.

Rigged victory for Zende.

It will completely negate the entire point of having a "Meaningful outcome" to these initiatives, - but I fully expect the other weapon to be released a little later than the first.
Read the text on the initiatives - It says winning will allow them to develop the weapon "On schedule" implying they will finish it anyway.

Kinda sad, but yeah, I see peoples point about wanting both...
 
in my opinion these new advanced weapons should let you choose AX or normal damage when you reload it at the stations, so you wouldn´t have to farm materials all the time, some of them only available at 600 ly from bubble.

It´s a total madness

I think the rarity is more of the problem than the distance.
 
in my opinion these new advanced weapons should let you choose AX or normal damage when you reload it at the stations, so you wouldn´t have to farm materials all the time, some of them only available at 600 ly from bubble.

It´s a total madness


See I disagree with this, because I really LIKE the idea of being able to change your mind without having to go to a station - this just fits my playstyle though.

I see no reason there couldn't be the option to do that though... frankly that would make a lot of sense, and could... likely (not... sure....) be done just using the advanced restock menu - just have ammo for both in there, and red out one when the other is loaded? It's probably way more complex to do that. I'm fairly sure a lot of the reason for using synth, is that the system is already in place, and (fairly) easy to set up to apply the AX damage effect after a synth, and remove it after another.
 
Because FDev think they are the best weapons that interest most CMDRs. Or they think they're the worst weapons so thargoids can put up a real challenge when CMDRs are using them. Either way it's bullsh*t.

By the way I'm happy to be proven wrong.
Given how much of a massacre it is against scouts at least, they might as well give us a choice if different non tech broker ax weapons. An ax frag build Chieftain/ Challenger would put a smile on a few thargoid hunter's faces I imagine.

For me personally the new weapons on offer are actually worse than the existing ones. I have a specific ax combat ship which does what I want in ax combat zones already, plus I can restock that at the station (don't care about this being ineffective against human ships, it's not like credits are a problem if I did have to visit the rebuy screen).

None if my other ships use fixed multis or dumbfire missiles, so there's nowhere I see these fitting in there. Addionally, if I need to go out to guardian sites to gather materials for a weapon, I'll just go unlock gauss cannons.
 
Addionally, if I need to go out to guardian sites to gather materials for a weapon, I'll just go unlock gauss cannons.

Yep, literally the only real advantage to these weapons, is the ability to easily switch between the two damage types (to be fair, plus not counting as experimental, that is pretty good) - and that would be a GREAT advantage - if it was actually easy, and didn't require a mega tonne of varied and in some cases, quite rare materials to do so.
 
I mostly agree, however, I think 90% ish of the problem with it goes away if you make the recipe REALLY basic. "Precious" gaurdian materials - I mean... I guess they are, but some are really crazily common in the right region, and you could have 350 or so of them.

If it was just one of those mats (plus some other common mat) to synth ammo, I wouldn't really care about losing a few reloads here and there, and then every once in a while, I'd head over and re-stock on the stuff.
How about not using some magic recipe at all and just allow us to store different types of ammunition in our cargo hold?
 
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