I've been doing some AX combat recently. I've learned a lot, even learned how to hit something smaller than a moon with guass cannons. It's been a lot of fun.
But some things are a bit "off".
Here's a load of suggestions I've come up with based on my experience.
(In no particular order. )
Xeno Scanner Range.
It's terrible. Basically not fit for purpose, as a test, I tried to just maintain 500m or less from an angry Thargoid interceptor, while in my Challenger, just to try and complete a scan.
I died before it completed. Lol
The Thargoid AI seems to like to keep you at a trollish 550m minimum distance, moving away or around you using its unique agility.
Flying in without boosting, doesn't ever allow you to get close enough, and if you boost, it'll just zip around behind you.
I get it's supposed to be a challenge, but it's nigh on impossible.
My suggestion is simply double the range to 1km. It's still dangerously close, but it's doable in most ships.
AX Point Defence
Just a random idea I came up with. Thargon swarms can only seemingly be damaged by Remote Release Fletchette Launchers.
But RRFLs can't damage interceptors, and aren't particularly good at scouts either.
So on ships with limited hardpoints, you either just have to deal with the damage, or spend a good time trying to frag the swarm.
My suggestion is an AX Point Defence Turret.
It only has an absolutely tiny range of ~350m, but it'll rapidly fire off pulse laser type at the swarm, hoping to hit them
It's pretty awful versus the missiles, but it'll still try. Usually too late to do anything. Lol
This allows you to passively whittle the swarm down, providing your AXPDTs have sys capacitor power. Utilities are limited, so it's a choice of what type of defence you'd like.
AX Experimental Modification
I had the idea that Ram Tah (or someone else), could apply an AX Experimental effect to regular weapons, to make them quite good against interceptors, but not as good as AX or Guardian weapons.
The effects simply gives them X% amount of damage against Thargoid interceptors, and doesn't effect their human damage types at all, so can be used for both, just not as effective on Thargoids as dedicated weapons.
This modification allows players to be prepared in the event of an attack, without needing to refit (which you can't do of you're pulled from Hyperspace!), and maintains the horizon's only content for Thargoids.
It also paves the way for more "in your face" Thargoids, such as them showing up at damaged stations, nav beacons, res sites and, even in the middle of a CZ, and whatnot.
Allow Turrets To Fire On Interceptors
I'm not sure if this is a bug or not, but my (regular) turrets never seem to fire on interceptors. I have 2 thermal vent beams which I'd like to use to cool my ship while using hot guass cannons, but they'll only fire on scouts.
I'd like an option to override this, even though they'll do no damage.
Decontamination and Repair Limpets are Silly
Yes, they'll quite happily try to repair the scout or interceptor you're targeting. Lol
Can you code them (and only them) so if your target is hostile, they'll default to repair/decontaminate yourself?
Repair External Modules on Target
Subtargeting an ally should allow you to repair any external module that is either deactivated or fully damaged (0%). If the module or weapon is still active, the limpet will fail.
It won't shut down the module, because that could be used as a weapon to forcibly shutdown someone's engines or weapons.
This isn't really AX specific, but the most module damage takes place in AX zones.
If a subsystem is targeted, it won't repair any hull, just the module.
Finally, Allow 2x AX and 4x Guardian weapons at once.
AX multicannons are perfect for taking on scouts, but using them makes you significantly less effective Vs an interceptor, and you'll lack the DPS to take on anything bigger than a Cyclops entirely.
Maybe assign each ship 10 "AX Points".
AX weapons take up 1 point. Guardian weapons take up 2. That'd allow for some interesting combinations, letting players pick more AX or more Guardian. Or something like that.
Installing a guardian power plant and/or power distributor could add additional AX points.
Had a few more ideas, but I've forgotten them. Lol
Thoughts?
But some things are a bit "off".
Here's a load of suggestions I've come up with based on my experience.
(In no particular order. )
Xeno Scanner Range.
It's terrible. Basically not fit for purpose, as a test, I tried to just maintain 500m or less from an angry Thargoid interceptor, while in my Challenger, just to try and complete a scan.
I died before it completed. Lol
The Thargoid AI seems to like to keep you at a trollish 550m minimum distance, moving away or around you using its unique agility.
Flying in without boosting, doesn't ever allow you to get close enough, and if you boost, it'll just zip around behind you.
I get it's supposed to be a challenge, but it's nigh on impossible.
My suggestion is simply double the range to 1km. It's still dangerously close, but it's doable in most ships.
AX Point Defence
Just a random idea I came up with. Thargon swarms can only seemingly be damaged by Remote Release Fletchette Launchers.
But RRFLs can't damage interceptors, and aren't particularly good at scouts either.
So on ships with limited hardpoints, you either just have to deal with the damage, or spend a good time trying to frag the swarm.
My suggestion is an AX Point Defence Turret.
It only has an absolutely tiny range of ~350m, but it'll rapidly fire off pulse laser type at the swarm, hoping to hit them
It's pretty awful versus the missiles, but it'll still try. Usually too late to do anything. Lol
This allows you to passively whittle the swarm down, providing your AXPDTs have sys capacitor power. Utilities are limited, so it's a choice of what type of defence you'd like.
AX Experimental Modification
I had the idea that Ram Tah (or someone else), could apply an AX Experimental effect to regular weapons, to make them quite good against interceptors, but not as good as AX or Guardian weapons.
The effects simply gives them X% amount of damage against Thargoid interceptors, and doesn't effect their human damage types at all, so can be used for both, just not as effective on Thargoids as dedicated weapons.
This modification allows players to be prepared in the event of an attack, without needing to refit (which you can't do of you're pulled from Hyperspace!), and maintains the horizon's only content for Thargoids.
It also paves the way for more "in your face" Thargoids, such as them showing up at damaged stations, nav beacons, res sites and, even in the middle of a CZ, and whatnot.
Allow Turrets To Fire On Interceptors
I'm not sure if this is a bug or not, but my (regular) turrets never seem to fire on interceptors. I have 2 thermal vent beams which I'd like to use to cool my ship while using hot guass cannons, but they'll only fire on scouts.
I'd like an option to override this, even though they'll do no damage.
Decontamination and Repair Limpets are Silly
Yes, they'll quite happily try to repair the scout or interceptor you're targeting. Lol
Can you code them (and only them) so if your target is hostile, they'll default to repair/decontaminate yourself?
Repair External Modules on Target
Subtargeting an ally should allow you to repair any external module that is either deactivated or fully damaged (0%). If the module or weapon is still active, the limpet will fail.
It won't shut down the module, because that could be used as a weapon to forcibly shutdown someone's engines or weapons.
This isn't really AX specific, but the most module damage takes place in AX zones.
If a subsystem is targeted, it won't repair any hull, just the module.
Finally, Allow 2x AX and 4x Guardian weapons at once.
AX multicannons are perfect for taking on scouts, but using them makes you significantly less effective Vs an interceptor, and you'll lack the DPS to take on anything bigger than a Cyclops entirely.
Maybe assign each ship 10 "AX Points".
AX weapons take up 1 point. Guardian weapons take up 2. That'd allow for some interesting combinations, letting players pick more AX or more Guardian. Or something like that.
Installing a guardian power plant and/or power distributor could add additional AX points.
Had a few more ideas, but I've forgotten them. Lol
Thoughts?
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