A few comments on your build if it’s ok?
- Gauss is the best AX weapon by far for interceptors, but it’s hard to use. Enhanced AX multicannons are super easy to use, have no unlock, and come gimballed. I’d recommend starting with at least 4x large gimballed enh axmc, and an enhanced ax scanner. Go for cyclops, run from anything bigger, scan the cyclops, use your 2x gauss to exert a heart (it will glow red) then switch to subtargetting, target the ‘exerted’ heart and use your gimballed axmcs to destroy the heart. Once you’ve got the hang of the axmc method, try sniping the exerted heart with gauss.
- AXMCs are also the best weapon by far against scouts, and scouts are everywhere, and are a massive pain.
- You will take caustic damage a lot. To remove it, you need to overheat the ship. In a hull tank, you can go to silent running, and wait until it burns off. To heat yourself up quicker, boost, and/or fire gauss with a low “wep” charge.
- You don’t need reactive armor; stick with military. Resistances (other than caustic) don’t matter in AX, you just want the biggest raw number. Reactive also bumps up the rebuy.
- point defence turrets are worse than useless in ax; it targets friendly repair and decontamination limpets, and flak, and does zero damage to thargoid missiles, so you should remove that and add more heatsinks
- You should probably bump your size 3 module reinforcement to a size 5, because damage will come off the largest one first. You should also put that size 5 in a ‘general’ internal slot, rather than a military, because module damage comes off your largest general reinforcement first.
- You should probably A rate your core internals, because B adds too much weight; speed is life in AX, slow is dead. Cold and fast is what you want.