Using AX Fighters - An Expert's Perspective

Does anyone know?
If I turn off report crimes against me does that also apply to my hired pilot in a SLF?
Maybe that is why some players don't like them in an AX CZ.
I believe it does, however if the shooter has crimes on and the slf fires back, it'll get you a bounty.

That said, that's not why. It's the old bug about lag that is the main reason. I'm currently working on getting a group of people together to test the lag out and see if it still exists.
 
I believe it does, however if the shooter has crimes on and the slf fires back, it'll get you a bounty.

That said, that's not why. It's the old bug about lag that is the main reason. I'm currently working on getting a group of people together to test the lag out and see if it still exists.
Ah, so have the SLF attack my Xeno target then hope some player with crimes on doesn't get in the way. Good to know. Let's hope the lag gets better.

Thanks
 
Awesome post. I find it particularly odd how the Taipan seems to be much better at heart damage. Unfortunately, it doesn't work under NPC control at the moment, as they won't fire.

You would think the Trident, being the multicannon approximation, would be particularly good at damaging hearts to make up for the lack of upfront damage, but that doesn't seem to be the case. It'd be nice if they buffed that aspect, at least.

But yeah, 100% agreed on giving them caustic sinks, it's a no-brainer, really.
I found the Taipan's AX MC's kind of the opposite of how the AX MC's behave; it's better at shield damage and exertion than it is at heart damage. You can see in my two videos as well.

Lance vs Cyclops:
Source: https://youtu.be/DQfn805hgcU


Taipan vs Cyclops:
Source: https://youtu.be/Fj9_osNgPD0


Ultimately, the Lance was better at everything overall but as Riz explained, they're made of paper and you have to be 100% aware of what's going on at all times. The Taipan required multiple exertions in my case but I think a lot of that was down to bad luck and positioning.
The Guardian fighters fly SO much better than the Taipan, too. Taipan is probably the worst SLF from a piloting perspective, it's awful BUT due to its abysmal turn rate, aiming is a little easier.
 
Did an ax instance and someone popped out their slf. No issues. Went from beginning to end + hydras. In open.
I heard that if you and everyone in the instance configure their port forwarding and IP correctly, the mutiplayer perfomance increases drastically.
used this guide and I am having a noticable improvement in seeing other commanders in open, and less desync issues overall
Source: https://www.reddit.com/r/EliteDangerous/comments/da2qh3/elitedangerous_port_forwarding_mega_guide/
 
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Side note, does anyone know of a way to disconnect or destroy your deployed fighters? I've been using them in CZs around surface settlements, and having fighters deployed prevents you from deploying landing gear or requesting docking permission. It's a huge pain to tell both of your crew members to dock, wait for them to notice the message and come back, hold still while they fumble around bumping into the back of your ship while you get shot at, and then request to land. Particularly when you're out of ammo, your shields are down, and your hull is actively dissolving.

Disabling the fighter bay prevents new fighters from launching, and disabling crew fighter permission kicks the pilots out of the fighters and turns them over to AI control, but as far as I've been able to tell, there isn't just a kill switch for your currently deployed fighters aside from jumping to supercruise. Which does work, but it's annoying. Am I missing something?

I've resorted to disabling crew control, recalling the fighters under AI control, and then just killing them. That doesn't seem like the most elegant solution.
you can turn off your hanger power in the modules and your fighter would self destruct
 
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