Newcomer / Intro Tested AX fight. They wipe their rangers on my jacket.

I followed advises listed on https://wiki.antixenoinitiative.com/
My current ship for this purpose is a shieldless Alliance Chieftain https://s.orbis.zone/l8a_

Honestly the only thing i can do right, many times in a row, is dying.
You have to focus on ship temperature, align your ship with a moving target, keep it not too close and not too far, keep aligned while charging your Gauss canons, take in account the swarm...
I'm not completely discouraged as I can deal around 20% damage before I die, but it seems that right now this part of the game is exclusively for an elite of players.
But I have to pay around 4millions each time I die. I haven't mentioned all the times I'm +5km from my target to repair and my ship suddenly stops, nothing responds, and I end up in a barbecue.

Any advises to progress ?
 
Have you tried scout hunting as an intro? With 4 AX cannons they go down pretty fast, and the DPS against you is low enough that you can usually jump away if it all goes pear-shaped.

Interceptor-hunting is indeed tricky for those of us without the combat skillz.
 
You do not have enough gauss. two c1 gauss is very few.

Do you manage to stay below 20% heat? You are running a overcharged powerplant. This seems to be a bad combination. Your ship is also on the slow side. The goids have an easy time catching up to you.

Do you manage to take down the swarm? What is causing you most damage?
 
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Practice practice practice to improve your skills.

Regarding your ship loadout I'd swap the Xeno Scanner for a Shutdown Field Neutralizer because that's what suddenly stops your ship: their Shutdown Field. Your ship announces them preparing to use it by saying "Energy surge detected!". Then you have 3 seconds to activate the Neutralizer. You have to put 4 pips in SYS at the same time as it is very power hungry and drains SYS in 5 seconds or so. The Shutdown Field itself lasts for 3-4 seconds and this means you have to time the moment you activate the Neutralizer quite precise. Again it takes some practice to use it sucessfully. If you face the Thargoid you can see the Shutdown Field expanding and sweeping over your ship. The Shutdown Field has a range of 8 - 10 km or so. This is my loadout.

An alternative tactic against the Shutdown Field is to switch to FA-off and boost away after the warning. Even if your ship is shutdown it will keep drifting and usually the Thargoid wont be able to overtake you in the 30 secs it takes your ship to come back to life.

Also when repairing your ship you should let it drift in FA-off while occasionally boosting to keep the Thargoid at a safe distance (3+ km).
 
Few more tips:
  • Try to get special preengineered Heatsinks from Sirius megaships: https://inara.cz/elite/minorfaction-assets/27615/ (have 5 HSs each, but is needed to use materials for each single one to buy)
  • caustic damage is for you ways more problem as firing of scouts or lower interceptors. You can burn it either via silent running (heat 120 will remove caustic), or using decomp missile (I personally use AX multicontroller, but this is not meta and suits my needs)
  • try low CZ around outposts in Thargoids attacked systems. You will have unlimited rearm possibility and NPCs often attracts thargoid's aggro which will make your combat much easier
  • learn precisely aim with gauses (I use 2 groups ... medium gaus plus beam in upper slots and separate two small gauses ... heat builds up slower). Doing less more precise shots with more maneuvering (and staying cold) is much better as to trying firing fast as possible.
  • https://wiki.antixenoinitiative.com/en/home is a place worth to read ... do not care about advanced stuff (yet), but there is so much "basic" usefull info.
 
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Have you tried scout hunting as an intro? With 4 AX cannons they go down pretty fast, and the DPS against you is low enough that you can usually jump away if it all goes pear-shaped.

Interceptor-hunting is indeed tricky for those of us without the combat skillz.
If you're talking about those little flying saucers that wiggle in all directions and have already moved before the Gausses shot them, yes, and indeed it's quite easy to get rid of them, but I had to go from 4 at 2 gauss. I agree, the interceptors (flours) are much more tricky.
 
You do not have enough gauss. two c1 gauss is very few.

Do you manage to stay below 20% heat? You are running a overcharged powerplant. This seems to be a bad combination. Your ship is also on the slow side. The goids have an easy time catching up to you.

Do you manage to take down the swarm? What is causing you most damage?
I try to stay below 20% heat, but there's so much things to focus, that most of time I forget to watch this.
I also try to take down the swarms, but with 10-12 bullets, and after that, an other one spawn a few mns later...
I tryed FAO, but it's very hard to keep the swarm in the viewfinder as the ship wanders in all directions.
 
Practice practice practice to improve your skills.

Regarding your ship loadout I'd swap the Xeno Scanner for a Shutdown Field Neutralizer because that's what suddenly stops your ship: their Shutdown Field. Your ship announces them preparing to use it by saying "Energy surge detected!". Then you have 3 seconds to activate the Neutralizer. You have to put 4 pips in SYS at the same time as it is very power hungry and drains SYS in 5 seconds or so. The Shutdown Field itself lasts for 3-4 seconds and this means you have to time the moment you activate the Neutralizer quite precise. Again it takes some practice to use it sucessfully. If you face the Thargoid you can see the Shutdown Field expanding and sweeping over your ship. The Shutdown Field has a range of 8 - 10 km or so. This is my loadout.

An alternative tactic against the Shutdown Field is to switch to FA-off and boost away after the warning. Even if your ship is shutdown it will keep drifting and usually the Thargoid wont be able to overtake you in the 30 secs it takes your ship to come back to life.

Also when repairing your ship you should let it drift in FA-off while occasionally boosting to keep the Thargoid at a safe distance (3+ km).
I tryed the field neutralizer, but failed to activate it at the correct time. I'll try to run away next time. I have to be more careful with ads like "Energy surge detected!"
I never tryed keeping FAO during repair. thanks for the advise, I'll try
 
Few more tips:
  • Try to get special preengineered Heatsinks from Sirius megaships: https://inara.cz/elite/minorfaction-assets/27615/ (have 5 HSs each, but is needed to use materials for each single one to buy)
  • caustic damage is for you ways more problem as firing of scouts or lower interceptors. You can burn it either via silent running (heat 120 will remove caustic), or using decomp missile (I personally use AX multicontroller, but this is not meta and suits my needs)
  • try low CZ around outposts in Thargoids attacked systems. You will have unlimited rearm possibility and NPCs often attracts thargoid's aggro which will make your combat much easier
  • learn precisely aim with gauses (I use 2 groups ... medium gaus plus beam in upper slots and separate two small gauses ... heat builds up slower). Doing less more precise shots with more maneuvering (and staying cold) is much better as to trying firing fast as possible.
  • https://wiki.antixenoinitiative.com/en/home is a place worth to read ... do not care about advanced stuff (yet), but there is so much "basic" usefull info.
Many thanks.
I'll go to buy theses heatsinks.
I manage caustic damage going in silent mode until 120%, then launch a heatsinks. it allowed me to add a third module reinforcement instead of an anticaustic limpet.
-> learn precisely aim with gauses. It seem that this is the point. Aiming with gauses is a pain for me.
At this time, I don't even focus on rate of fire
100% agree. I watched many times tutorials on https://wiki.antixenoinitiative.com/en/home . It seem so easy, but so hard to try to do it.
 
I pretty much prefer the Krait mk2 over the Chief

It's less twitchy so a stable platform for gausses, it can perma boost on 2 pips in eng, it has size 7 pp and pd - which means can have more juice for weapons and you can actually put a low emissions pp for colder builds, also better fire output (4 medium gauss and flak or long range thermal vent beam) and the hardpoints placements favors left/right alternate fire for reduced heat build up.

the only think i hate about krait mk2 is its yaw - so freakin slow
 
As a VR hotas cmdr I've had to learn really hard, how to reverski FA off. Thus dealing with the swarm. Keeping the goid at the right distance is also really hard.
Personally for me the best ship to fly fa off is a cobra lll. But too small for a protracted goid fight so l went with a shieldless krait ll. I can nail em with that. Trouble is I take alot of damage, but as l go on its getting less n less.
Do wish I could just have 1 to 1 goid fights instead of groups of em or swarms of scouts. By the time I focus on one cyclops or basilisk (my limit) my weps/sinks need synths.
I use 3 medium gauss and a cooling gimballed long range beam with Thermal vent. And a flak thingy.
It's hard! Using a hotas and In VR the rubber banding arrgghh..
So yeah a curve n a half indeed
 
Thank you very much for all your advises.
I tryed to switch to a Krait, but I'm not comfortable at all with it turtle yaw.
It seem that I badly need to train at reverski FA off with a cobra to start.
Am sure that xeno will kindly wait for me :-D
 
Thank you very much for all your advises.
I tryed to switch to a Krait, but I'm not comfortable at all with it turtle yaw.
It seem that I badly need to train at reverski FA off with a cobra to start.
Am sure that xeno will kindly wait for me :-D
The Krait mk II's secret trick is boost. It can boost in rapid succession, much faster than other ships. During those 3 secs of boost manoeuvrability increases a lot. You can use that to overcome slow yaw (somewhat). Using lateral thrust also helps because manoeuvring thrusters benefit from boosting too. You can avoid having to yaw a lot by using mainly roll and pitch. That way yaw is only needed for small aiming corrections.
 
Your ship announces them preparing to use it by saying "Energy surge detected!"
important question ... is it ALWAYS saying so ?
Because I have missing those starting from 2nd or 3rd one for years now playing on Linux (ship voice is just silent until relog). And latest updates makes same "crackling" sound, missing words and in addition drop to 0 fps then disconnect.
So I suspect BUG here appearing on this sound effect + linux. So question - when you do WZ do you always here announce? Or can be some missing?

About topic:

if you play from kb / mouse, fly "backpedal", I hold back + down and use mouse to rotate/follow + I use space keybind to stop engine, I press/release it to keep distance. So it's like 6 fingers piano when you don't use joystick. Also DISABLE "rotation correction" it's a new bug making ship half maneuverable.
 
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important question ... is it ALWAYS saying so ?
Because I have missing those starting from 2nd or 3rd one for years now playing on Linux (ship voice is just silent until relog). And latest updates makes same "crackling" sound, missing words and in addition drop to 0 fps then disconnect.
So I suspect BUG here appearing on this sound effect + linux. So question - when you do WZ do you always here announce? Or can be some missing?
There always is an announcement. I'm playing on Windows 10. So indeed looks like a bug in Wine.
 
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