New AX weapons feedback

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...?
I totally agree cmdr. A simple AX synth formula and gimballed. I have no idea why old fashioned fixed weapons are being promoted in a modern age.
 
Well this is what happens when devs don't communicate with the players. Not saying plot should be revealed but important aspects like this really need the players input. Unless the grind IS the actual content.

When the first AX weapons where rumored to be coming to the game I hoped (as many others), that they would be an engineer option for your regular weapons, to given them the ability to damage both humans and Thargoids.
 
Well, these weapons ignore the 4 weapon limit for experimental weapons (not just exclusively AX) however the cost of this is very, very, very high. being that the AX munitions require some crazy synth materials per individual module, needless to say I will likely never use them for AX combat for this reason.

If these weapons had AX/Human (universal) payload by default, they would be epic and very welcomed! but since they are not it will likely be just another sub par reskin of a module.

Fdev had an opportunity to create something new and interesting, and yet they blew it behind a grind wall. I am only doing this CG for AXI, otherwise I would not of even lifted a finger to it.
 
Let's pretend you have 4x guardian weapons, and 1x flak launcher. That means you'll need a ship with 6+ hardpoints if you don't want to sacrifice anything else in terms of weapons. That limits the number of ships available to fully benefit from these in the first place. On top of that, if you wanted to just run adv multis, you would need to synth using 10 materials, mostly rare ones, per module. So if you had 5 of these adv multis in an all multi build, you're spending 50 materials just to do a little damage against a thargoid. Multis don't have much armor piercing capability, so good luck with applying any meaningful damage on anything stronger than a cyclops. Also, ships with poor hardpoint convergance won't benefit because these weapons are fixed only, and the valuable slots will be going to gguardiangauss/shards, which actually do some damage. But even with guardian weapons, shards and plasmas are not useful on medusa/hydras due to low armor piercing, so they don't do much damage against the most difficult of goids.
 
So we had an Interstellar Initiative about two companies of which one installed a ferry to Synuefe systems. Both companies were producing useless weapons and the fight between those two comapnies was heavyly favored to Zende because it was closer, independend and had enemy capital ships as combat zone trophies. Does it sum it up?
 
I wish FD would make a football game. I can picture it vividly: before each match you have to iron the jerseys of each player, and inflate ten balls. And during half-time you get to sell burgers as a mini-game to afford the detergent. You even get to decide what sauce to put on the burgers as part of your personal narrative!

You forgot to mention all the different colour corner flags you could buy :)
 
I wish FD would make a football game. I can picture it vividly: before each match you have to iron the jerseys of each player, and inflate ten balls. And during half-time you get to sell burgers as a mini-game to afford the detergent. You even get to decide what sauce to put on the burgers as part of your personal narrative!
LOLOL This made me laugh some what!!
 
Also, I think that releasing the "losing side's" weapon would also be a wise choice. Doing so means that the time spent developing them won't be wasted, and it will give us more options to choose from.
Don't worry, if you look at so called advanced multicannon once, you would realise that time spent developing it would not be wasted. It was made in one day. Before CG ended.

So much work.

1. Take Fixed Multicannon
2. Ctrl+C - Ctrl+V
3. Change name.
4. Put it in the game
5. They will eat that and will ask more.
 
Last edited:
....and here we have yet another example of the ED game designers screaming out that they DONT actually play the game.. We get an exact copy/paste multicannon as the original one where looks are concerned, was it really that hard to have an artist come up with a slightly different design? And why is it the SAME price as the original multicannon? You've literally just made the fixed normal multicannons obsolete. No one is gonna buy the original when they can get an 'advanced' for the same cash.... thoughtless 'school boy' error.

I can only imagine that when Fdev need to recruit a game designer they simply extend a shepherds crook outside the door and grab anything that walks past.
 
Last edited:
My opinion doesn't matter, but I'm a pretty dedicated Elite player who generally doesn't involve myself with the Thargoids due to their walled-off nature AND the need for separate Thargoid-only weapons. It might sound like a small thing, but I find the very idea so annoying (and it feels purposefully annoying and anti-fun) that we have to use weapons that are mostly useless against human ships.

So we're already not gonna have a chance encounter with a Thargoid because they're walled off (which is a huge bummer to me), you also gotta go change everything around on your ship and use completely different weapons from the 120 nicely engineered weapons ya got in storage to go deal with 'em. Why couldn't our human weapons be fine but the Guardian weapons are still the best? With the AX stuff a slight edge on an average engineered hardpoint maybe?

I ain't trying to pile on, but the whole approach just makes me not want to get involved with Thargoid stuff. They're such cool creations, and I'd love it if the Thargoids became a problem in my daily gameplay that I had to deal with (a normal game flow, perhaps I'm running missions, fight off some pirates, jump away and OH NO THARGOIDS), but it was executed so annoyingly, like a punishment to the player base because you wanted to discourage players from taking part in this gameplay. I may be missing something but I don't get the logic.

And now if we wanna use the new weapon we have to waste annoying-to-gather Guardian materials to synth AX ammo for a weak fixed multicannon?? Why do this stuff this way? Who is that fun for? Why would I want to get involved? I wouldn't mind the challenge and danger of the Thargoids at all (I'd welcome it, and they SHOULD be deadly) but I don't get why everything about interacting with them has to be so lame.
 
Has anyone used them yet? That might provide useful information.

Crazy, I know.

I put two of them on my Krait yesterday together with three AX MC turrets and went scout hunting. According to the outfitting page, a class 2 one should out-DPS's a class 3 AX turret. I didn't make a conclusive one-on-one comparison, but in combat the TTK was noticeably reduced when their firepower was added to the turrets' (provided they actually hit). After one run I swapped them for gauss cannons though (hitscan ftw), maybe I'll give them another try on the weekend and do some engineering.
However, I fail to see a viable application for them at the moment other than stacking additional DPS on dedicated AX ships to overcome the 4 AX limit. Maybe this'll change when other weapon variants are released and the material cost is reduced/changed.
 
So we're already not gonna have a chance encounter with a Thargoid ... and use completely different weapons .
So much this.

Thargoids should intercept us in (and around?) systems they are active in, not just hang around in USS's waiting for some Commander to pew-pew them. Normal weapons should do normal damage against Thargoids. Sure, given them an additional resistance to reduce effectiveness a bit. Then have the AX weapons bypass that resistance at the cost of being slightly less effective against human ships. But the differences shouldn't be huge; certainly not immunity-level.
 
Has anyone used them yet? That might provide useful information.

Crazy, I know.

It doesn't matter. Suppose I am hungry and want to go grab lunch. You point me towards a new place; it's 200 miles away, only open on Thursday, requires you to book a month in advance, you can only pay with USSR Roebels and you must wear a single blue sock to enter.

At this point I don't care how great the food is, I'll go elsewhere because it is just too ridiculous to be an option.
 
Back
Top Bottom