Using AX Fighters - An Expert's Perspective

With the new Thargoid Invasion, lots of players are wondering; should I be using an AX SLF? I've been using AX fighters for over a year, and experimented with them in many scenarios; I like to think I'm one of the most experienced players using them today. There are pros and cons, but I'd like to argue in their favor! I certainly enjoy using them, and they can be a lot of fun, either in NPC hands or via multicrew!

But why WOULDN'T you want to use them? There are a few common criticisms of Ship Launched Fighters I'd like to cover.


Misconception 1: They don't do very much damage.​

This couldn't be further from the truth!


For those who don't want to watch, that's an NPC-controlled SLF solo exerting a Thargoid Basilisk Interceptor! This is something many players can't achieve at all, so it happening at the hands of an NPC without any player input is truly impressive! (for the uninitiated, the beam laser is meant purely for cooling, and is not doing any damage).

Generally speaking, under NPC control, a Guardian Lance Fighter can be considered equal to an extra Class 1 Gauss Cannon. Now, that might not sound like much, but there are several things to remember.

  1. There is an experimental weapons limit on ships, meaning at most four guardian weapons can be used at one time.
  2. SLFs have their own distributor and heat! This means that you're not JUST getting the bonus DPS; you're also getting the equivalent of a ~25% bonus to your distributor regeneration, as well, the equivalent of taking your distributor from G5 to G8!
  3. And lastly, but most crucially, thargoids regenerate! This regeneration can easily counteract the damage of one or two of your weapons, so having a guardian fighter can boost your effective DPS by anywhere from 25% to as high as 50%(or higher!), depending on how accurate you are!

In general, an SLF can easily exert a cyclops, exert a Basilisk given a little time, and can fully counteract the regeneration on a Medusa. That might be the place where they're the most useful; normally a small mistake in your orbit or accuracy can mean a medusa regenerates to full and you're back to starting over again, but with an SLF in the field, it will essentially save your place in the fight. That means exerting instead of starting over, which means killing the heart before it enrages, which means winning the fight instead of losing.
Against a Hydra, the savings have more to do with ammo consumption; in a normal hydra fight, a player will need to synthesize or ram the hydra, plus achieve very high degrees of accuracy, which is why many players use premium ammo. Using an SLF gives effectively the same thing as premium synthesis, but without the synthesis cost!


Thanks to Northpin for asking this excellent question!
but why bother since they're not really useful later on?
This is another common misconception! Rather than become weaker, they actually become substantially stronger later on! Against higher grades of thargoid, you lose more and more damage to regeneration, and that is multiplied by their increasingly high hardness, which multiplies the value of an SLF.

Here's an example. Assuming you're using a common '2 medium gauss, 2 small gauss' setup, a fighter will boost your DPS like the chart below, against different grades of thargoid. I also included a column assuming you're not firing precisely perfectly, either not maintaining perfect range or firing at a(humanly-impossible) perfect firing rate. For the average player, that would be a more realistic assessment of their effectiveness.
Interceptor ClassDamage Without Fighter(minus regen)Damage with Fighter(minus regen)Extra DPS(by %)Extra DPS at 75% accuracy
Cyclops51.861.819%26%
Basilisk47.857.821%29%
Medusa35.343.523%34%
Hydra22.228.628%47%

Against a hydra, a non-perfect player could expect a nearly 50% improvement in their damage! That's pretty crazy. But even a perfect player can still see results on par with using premium ammo. As you can clearly see, they not only don't get weaker, they actually get much stronger as the difficulty increases!

Misconception 2: They always die instantly.​


This one, at least, has a small basis in truth. Swarms target Fighters preferentially, and because swarms do massive phasing damage, if SLFs do come under fire, they will die very rapidly. That only matters, however, if you're not killing the swarm. Most new players are well advised to kill the swarm, lest they risk flying through it, triggering missiles, and taking critical module damage that can end the fight right then and there. Even some of the best players in the game still choose to kill the swarm, such as this video from classic expert Aranionros Stormrage, speedrunning a Hydra;


He kills even a hydra swarm in under 30 seconds, and once the swarm is down, if you are attacking the interceptor personally(even with just a cooling beam, like in the first video), the Inteceptor will never attack the fighter personally, and its damage becomes 100% consistent. So much to the contrary of having low durability, it actually has unlimited durability! In fact, this can be even faster than choosing to ignore the swarm entirely, because the added DPS from the fighter can take the Interceptor's shield down more rapidly than otherwise would be possible, more than making up any lost time.

Things are a bit more complicated in AX Conflict Zones. When the Thargoid first spawns, it will be nearby and unfocused, so fighters will often be targeted by the swarms and die rapidly. However, as fights progress, swarms will often by drawn off by NPCs, and fighters can be deployed. While they do still die occasionally, they can be quickly redeployed and continue doing their job effectively.

Worst case, even if they are attacked by the swarm, that's damage being drawn away from you and other important targets! Especially when swarms can become agitated by NPCs, having your fighter eat a dozen missiles instead of you can be a godsend, with each fighter saving you massive amounts of hull and module integrity. This leads handily into the next misconception!


Misconception 3: They aren't worth the lost hull reinforcement.​

Fighter Hangars do take up an optional slot. The loss of a C5 or C6 optional slot can mean losing around 700 hull integrity, which for, say, a Krait, could be 15-20% of your total hull value.

As always, the question is whether or not this is worth it. Take a Medusa, for example; in normal circumstances, the fastest a medusa can be exerted is in about 10.5 seconds. Having a Gauss fighter reduces that to about 8.6 seconds, or about an 18% reduction. Of course, that's assuming absolutely perfect accuracy, which by no means is going to be the case. Even if you're just 25% less accurate, you're looking at a fighter giving a 33% faster exertion, and that means 33% less damage taken! This more than counteracts any extra damage you might take.

Essentially, having a fighter speeds up the fight enough to reduce your damage taken, more than you would benefit from having the added hull, even with absolutely perfect skill; this gets better and better the less skilled you are.

Misconception 4: Fighters are a crutch, that will prevent you from learning how to fight properly.​

This is the argument I usually hear last of all, after people accept that yes, fighters do a lot of damage, and yes, they are worth using. "Fighters are TOO good, and they'll prevent you from learning how to fight properly!"

This couldn't be further from the truth. The first heart is the hardest to exert, and once you break it, you're probably a third done with the fight! You can't learn how to really fight Thargoids if you're always dying to the first heart. It's mostly in the later hearts where you truly learn how to fight, how to be consistent and stay cool. In this, the fighter is perhaps the most helpful of all. It gets you to the point where you can begin to learn!

Misconception 5: A player in an SLF is less useful than just bringing their own ship.​

This is another case of debatable truth. While it's true that a player with a full complement of Guardian weapons will be more effective than a single SLF, many players don't have a full complement of guardian weapons, and in that case, a guardian fighter may well offer very comparable damage, at very low risk and zero upfront investment.

A Krait Mk2 with 4 enhanced AX multicannons, for example, can do about 16.25 DPS to a basilisk interceptor. In player control, a Guardian Lance Fighter can do about 20 DPS to that same target! Added to that, the mothership gets a bonus pip to engines or weapons, dramatically boosting their survivability or damage potential in the fight. Everyone wins!

Clearly, piloting an SLF can be a viable and effective way of joining the Thargoid War.





Genuine Concerns​

These misconceptions dealt with, there are a few genuine concerns that people should be aware of.

1. The first is the old fighter lag bug. Historically speaking, deploying an NPC-controlled SLF in a multiplayer instance could cause massive lag to everyone in the instance. Recent testing has indicated this bug MIGHT be fixed, but players should be cautious, as many players will still instinctively blow up any SLF they see. If you do use an SLF, corroboration that this bug has been fixed would be appreciated; bear in mind that this game is by no means lag free even without SLFs! Beware of confirmation bias, of attributing lag to SLFs that would have happened anyway!

2. The second is the typical costs of using an NPC. NPCs take half your combat rank while active, and if leveled up correctly, 10% of your income. This means they need to improve your kill speeds by at least 10% in order to be worthwhile. Fortunately, as we calculated above in regards to damage vs durability, this should always be worth it as long as they're being used effectively.

3. The third is that NPCs DO require a bit of extra micromanagement, and navigating the NPC panel can be annoying. There is a workaround for this, fortunately! NPC commands can be keybound. I suggest binding 'attack my target', 'attack at will', and 'follow me', at the bare minimum, but you might appreciate having all of them bound, just in case!

Conclusion​

Are SLFs worth it? I think the answer is clearly yes, but I'm happy to discuss it with you! Post your thoughts below, and I'll do my best to assuage any concerns. Just remember, in the end, it's just a game, and the point is to have fun! If you don't enjoy using an SLF, by no means feel pressured to use one! But if you want to maximize your performance, you might want to consider throwing on a fighter bay!
 
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On the number pad, fighter commands are bound. I play on a controller and always use the number pad for my fighter. Its, fast, its easy. And I can see how it works. Keep the fighter in passive and following your ship while the swarm is out, and when swarm is down, have it engage the interceptor. I always thought they had a use since they were in the game to begin.
 
deploying an NPC-controlled SLF in a multiplayer instance could cause massive lag to everyone in the instance. Recent testing has indicated this bug MIGHT be fixed,
Might be fixed or might have been fixed?
As far as I can remember SLFs did not cause lag when fighters were added to the game, the bug came later with an update (in 2019 IIRC), so it would be definitely possible to fix it, but for all I can tell it has not been fixed.
bear in mind that this game is by no means lag free even without SLFs! Beware of confirmation bias, of attributing lag to SLFs that would have happened anyway!
There's a pretty big difference between some lag that can happen here and there in bad instances, and the pretty much guaranteed lag that will start as soon as someone has launched an NPC piloted SLF (one which progressively becomes more and more severe the longer the SLF is alive).
 
Might be fixed or might have been fixed?
As far as I can remember SLFs did not cause lag when fighters were added to the game, the bug came later with an update (in 2019 IIRC), so it would be definitely possible to fix it, but for all I can tell it has not been fixed.

There's a pretty big difference between some lag that can happen here and there in bad instances, and the pretty much guaranteed lag that will start as soon as someone has launched an NPC piloted SLF (one which progressively becomes more and more severe the longer the SLF is alive).

I've got 5 data points so far, with no notable lag, but that's not to say that it's confirmably gone for good, so I'm leaving it tentative for the moment, just in case.

There were a few bugs that were added as time went by; one was caused by giving commands to fighters, causing what was basically a memory leak that got worse and worse the longer the instance lasted, even if the fighter was destroyed. This bug HAS been fixed, or at least, I've seen zero signs of it.

The other was much harder to test. It claims that instances with fighters just gradually get more laggy. I also haven't noticed this one, but it's the one that's most challenging to test out. I'm reasonably confident it's been fixed, but maybe I've just not been testing the right things.

Either way, there are still plenty of players who will see a fighter as reason enough to pvp, so even if it has been fixed, caution is in order.
 
On the number pad, fighter commands are bound. I play on a controller and always use the number pad for my fighter. Its, fast, its easy. And I can see how it works. Keep the fighter in passive and following your ship while the swarm is out, and when swarm is down, have it engage the interceptor. I always thought they had a use since they were in the game to begin.
100% agree; Guardian fighters are excellent.


Exactly! I'm glad I'm not the only one having success with them! They really are awesome, both in looks and performance, and it's a shame a few bugs and a little misinformation have kept so many people from using them.
 
With the new Thargoid Invasion, lots of players are wondering; should I be using an AX SLF? I've been using AX fighters for over a year, and experimented with them in many scenarios; I like to think I'm one of the most experienced players using them today. There are pros and cons, but I'd like to argue in their favor! I certainly enjoy using them, and they can be a lot of fun, either in NPC hands or via multicrew!

But why WOULDN'T you want to use them? There are a few common criticisms of Ship Launched Fighters I'd like to cover.


Misconception 1: They don't do very much damage.​

This couldn't be further from the truth!


For those who don't want to watch, that's an NPC-controlled SLF solo exerting a Thargoid Basilisk Interceptor! This is something many players can't achieve at all, so it happening at the hands of an NPC without any player input is truly impressive! (for the uninitiated, the beam laser is meant purely for cooling, and is not doing any damage).

Generally speaking, under NPC control, a Guardian Lance Fighter can be considered equal to an extra Class 1 Gauss Cannon. Now, that might not sound like much, but there are several things to remember.

  1. There is an experimental weapons limit on ships, meaning at most four guardian weapons can be used at one time.
  2. SLFs have their own distributor and heat! This means that you're not JUST getting the bonus DPS; you're also getting the equivalent of a ~25% bonus to your distributor regeneration, as well, the equivalent of taking your distributor from G5 to G8!
  3. And lastly, but most crucially, thargoids regenerate! This regeneration can easily counteract the damage of one or two of your weapons, so having a guardian fighter can boost your effective DPS by anywhere from 25% to as high as 50%(or higher!), depending on how accurate you are!

In general, an SLF can easily exert a cyclops, exert a Basilisk given a little time, and can fully counteract the regeneration on a Medusa. That might be the place where they're the most useful; normally a small mistake in your orbit or accuracy can mean a medusa regenerates to full and you're back to starting over again, but with an SLF in the field, it will essentially save your place in the fight. That means exerting instead of starting over, which means killing the heart before it enrages, which means winning the fight instead of losing.
Against a Hydra, the savings have more to do with ammo consumption; in a normal hydra fight, a player will need to synthesize or ram the hydra, plus achieve very high degrees of accuracy, which is why many players use premium ammo. Using an SLF gives effectively the same thing as premium synthesis, but without the synthesis cost!

Misconception 2: They always die instantly.​


This one, at least, has a small basis in truth. Swarms target Fighters preferentially, and because swarms do massive phasing damage, if SLFs do come under fire, they will die very rapidly. That only matters, however, if you're not killing the swarm. Most new players are well advised to kill the swarm, lest they risk flying through it, triggering missiles, and taking critical module damage that can end the fight right then and there. Even some of the best players in the game still choose to kill the swarm, such as this video from classic expert Aranionros Stormrage, speedrunning a Hydra;


He kills even a hydra swarm in under 30 seconds, and once the swarm is down, if you are attacking the interceptor personally(even with just a cooling beam, like in the first video), the Inteceptor will never attack the fighter personally, and its damage becomes 100% consistent. So much to the contrary of having low durability, it actually has unlimited durability! In fact, this can be even faster than choosing to ignore the swarm entirely, because the added DPS from the fighter can take the Interceptor's shield down more rapidly than otherwise would be possible, more than making up any lost time.

Things are a bit more complicated in AX Conflict Zones. When the Thargoid first spawns, it will be nearby and unfocused, so fighters will often be targeted by the swarms and die rapidly. However, as fights progress, swarms will often by drawn off by NPCs, and fighters can be deployed. While they do still die occasionally, they can be quickly redeployed and continue doing their job effectively.

Worst case, even if they are attacked by the swarm, that's damage being drawn away from you and other important targets! Especially when swarms can become agitated by NPCs, having your fighter eat a dozen missiles instead of you can be a godsend, with each fighter saving you massive amounts of hull and module integrity. This leads handily into the next misconception!


Misconception 3: They aren't worth the lost hull reinforcement.​

Fighter Hangars do take up an optional slot. The loss of a C5 or C6 optional slot can mean losing around 700 hull integrity, which for, say, a Krait, could be 15-20% of your total hull value.

As always, the question is whether or not this is worth it. Take a Medusa, for example; in normal circumstances, the fastest a medusa can be exerted is in about 10.5 seconds. Having a Gauss fighter reduces that to about 8.6 seconds, or about an 18% reduction. Of course, that's assuming absolutely perfect accuracy, which by no means is going to be the case. Even if you're just 25% less accurate, you're looking at a fighter giving a 33% faster exertion, and that means 33% less damage taken! This more than counteracts any extra damage you might take.

Essentially, having a fighter speeds up the fight enough to reduce your damage taken, more than you would benefit from having the added hull, even with absolutely perfect skill; this gets better and better the less skilled you are.

Misconception 4: Fighters are a crutch, that will prevent you from learning how to fight properly.​

This is the argument I usually hear last of all, after people accept that yes, fighters do a lot of damage, and yes, they are worth using. "Fighters are TOO good, and they'll prevent you from learning how to fight properly!"

This couldn't be further from the truth. The first heart is the hardest to exert, and once you break it, you're probably a third done with the fight! You can't learn how to really fight Thargoids if you're always dying to the first heart. It's mostly in the later hearts where you truly learn how to fight, how to be consistent and stay cool. In this, the fighter is perhaps the most helpful of all. It gets you to the point where you can begin to learn!

Misconception 5: A player in an SLF is less useful than just bringing their own ship.​

This is another case of debatable truth. While it's true that a player with a full complement of Guardian weapons will be more effective than a single SLF, many players don't have a full complement of guardian weapons, and in that case, a guardian fighter may well offer very comparable damage, at very low risk and zero upfront investment.

A Krait Mk2 with 4 enhanced AX multicannons, for example, can do about 16.25 DPS to a basilisk interceptor. In player control, a Guardian Lance Fighter can do about 20 DPS to that same target! Added to that, the mothership gets a bonus pip to engines or weapons, dramatically boosting their survivability or damage potential in the fight. Everyone wins!

Clearly, piloting an SLF can be a viable and effective way of joining the Thargoid War.





Genuine Concerns​

These misconceptions dealt with, there are a few genuine concerns that people should be aware of.

1. The first is the old fighter lag bug. Historically speaking, deploying an NPC-controlled SLF in a multiplayer instance could cause massive lag to everyone in the instance. Recent testing has indicated this bug MIGHT be fixed, but players should be cautious, as many players will still instinctively blow up any SLF they see. If you do use an SLF, corroboration that this bug has been fixed would be appreciated; bear in mind that this game is by no means lag free even without SLFs! Beware of confirmation bias, of attributing lag to SLFs that would have happened anyway!

2. The second is the typical costs of using an NPC. NPCs take half your combat rank while active, and if leveled up correctly, 10% of your income. This means they need to improve your kill speeds by at least 10% in order to be worthwhile. Fortunately, as we calculated above in regards to damage vs durability, this should always be worth it as long as they're being used effectively.

3. The third is that NPCs DO require a bit of extra micromanagement, and navigating the NPC panel can be annoying. There is a workaround for this, fortunately! NPC commands can be keybound. I suggest binding 'attack my target', 'attack at will', and 'follow me', at the bare minimum, but you might appreciate having all of them bound, just in case!

Conclusion​

Are SLFs worth it? I think the answer is clearly yes, but I'm happy to discuss it with you! Post your thoughts below, and I'll do my best to assuage any concerns. Just remember, in the end, it's just a game, and the point is to have fun! If you don't enjoy using an SLF, by no means feel pressured to use one! But if you want to maximize your performance, you might want to consider throwing on a fighter bay!
Today I was near a large space station under attack and my trident fighter with a fully trained elite npc hunt the thargoid alone for long which surprised me indeed. :)
 
Today I was near a large space station under attack and my trident fighter with a fully trained elite npc hunt the thargoid alone for long which surprised me indeed. :)
I was a bit surprised, too! Against a thargoid 1v1, without taking down the swarm, they often die pretty fast, but in AXCZs, with the NPCs to draw their fire, my fighters were alive more often than not most of the time, even with multiple swarms out.

I almost forgot to mention! If a player is in an SLF, it IS possible to stay alive even with multiple swarms out, you just need to fly FA-off and boost quite a bit. You'll go a lot faster than the swarms, so they'll just helplessly chase you around and around while you harass the goid. You might need to sacrifice a bit of DPS for safety, but with a little practice it's more than possible to stay alive indefinitely.
 
Are SLFs worth it? I think the answer is clearly yes, but I'm happy to discuss it with you! Post your thoughts below, and I'll do my best to assuage any concerns. Just remember, in the end, it's just a game, and the point is to have fun! If you don't enjoy using an SLF, by no means feel pressured to use one! But if you want to maximize your performance, you might want to consider throwing on a fighter bay!

Depends, maybe they're useful/helpful as very early training wheels, but why bother since they're not really useful later on, and Cyclops can be killed with basically anything, and Basilisk make for good training targets for Medusas
Especially if you consider what you're trading for it: 40t of drag that will slow your ship and make it more sluggish along with less defenses (a hrp less or a mrp less or whatever)

Anyway, for a solo player - sure why not?
after all to each their own (i still use the SLF when playing solo in normal Space CZ as decoys while i snipe the enemies pp from a safe and easy distance)

But in an open AX CZ? No Way.

1. The first is the old fighter lag bug. Historically speaking, deploying an NPC-controlled SLF in a multiplayer instance could cause massive lag to everyone in the instance. Recent testing has indicated this bug MIGHT be fixed, but players should be cautious, as many players will still instinctively blow up any SLF they see. If you do use an SLF, corroboration that this bug has been fixed would be appreciated; bear in mind that this game is by no means lag free even without SLFs! Beware of confirmation bias, of attributing lag to SLFs that would have happened anyway!

The instance lagging was initially triggered, at will, by cmdrs spamming commands to their SLF crews (which was an issue in pvp)
And FDev "fixed" it by preventing the commands spam - which didnt fix the underlying lag inducing issue, just made it less immediately obvious especially in small non-ax instances

However, in the public AX CZ instances - pre U14 - the rubber-banding was quite obvious every time an SLF was flying.
Post U14 i couldnt really check, instancing was generally bad and i've never seen a completed AX CZ (no matter if there were any slf out or not) even tho i spent like 4-5 doing only AX CZ
Post U14.1 i didnt got in the AX war being busy with other stuff (but if it wasnt fixed in the U14, i dont really think they fixed in u14.1 since it was a hotfix with few specific fises)
 
However, in the public AX CZ instances - pre U14 - the rubber-banding was quite obvious every time an SLF was flying.
I have not seen this recently. I HAVE, however, seen several cases of rubberbanding where multiple people were certain a fighter had been deployed, but there wasn't one, and it was just Fdev's netcode being slightly buggy. That's the big confounding issue, and why multiple tests with and without are needed.

But based on what I've seen so far, as well as reports from other players, I don't see much reason to believe that it still exists. Nevertheless, I'm being cautious by recommending players not deploy them in large public instances unless they can get everyone to agree with it.


but why bother since they're not really useful later on,
I think this is another common misconception! If anything, they become much MORE useful later on. Against higher grades of thargoid, you lose more and more damage to regeneration, and that is multiplied by their increasingly high hardness.

Assuming you're using a common 2 medium gauss, 2 small gauss setup, a fighter will boost your DPS like the chart below against different grades of thargoid. I also included a column assuming you're not firing precisely perfectly, either not maintaining perfect range or firing at a(humanly-impossible) perfect firing rate. For the average player, that would be a more realistic assessment of their effectiveness.
Interceptor ClassDamage Without Fighter(minus regen)Damage with Fighter(minus regen)Extra DPS(by %)Extra DPS at 75% accuracy
Cyclops51.861.819%26%
Basilisk47.857.821%29%
Medusa35.343.523%34%
Hydra22.228.628%47%

Against a hydra, a non-perfect player could expect a nearly 50% improvement in their damage! That's pretty crazy. But even a perfect player can still see results on par with using premium ammo.
 
With Guardian weapons melting in a malestrom will the Guardian fighters be of any use?

Then there is the Taipan AX1 F with with fixed anti-xeno multi-cannons. It has the same
30mj shields as the Guardians, boosts a little faster and has 45 armour versus the Guardians
10.

Here is a site with excellent info on all the fighters and NPC crew.

Regards

Ship Launched Fighters
 
With Guardian weapons melting in a malestrom will the Guardian fighters be of any use?
More than you might think! The great thing about them is they're disposable. Unlike your main guns, you don't need them to stay alive for the entire fight, just for 30-60 seconds while you exert it!

SLFs will only last about 60 seconds in the maelstrom before self destructing, but by then you should have exerted the heart, and from there, it's easy peasy, even with enhanced AX weapons. I've recently been practicing against medusas using a krait with AX multicannons and a Lance, and can consistently exert the heart and then kill it in that one exertion!

The damage bonus going from AX weapons alone to AX Weapons and a Lance is a difference of something like 200%!

That is a good guide, but a bit out of date. Of particular note is that Guardian Fighters no longer have limited ammo, making them much more decent for long-term use!
 
...That is a good guide, but a bit out of date. Of particular note is that Guardian Fighters no longer have limited ammo, making them much more decent for long-term use!
A bit out of date? At 6 years old it should be totally out of date! The fact that 99 percent of it is still accurate and useful shows how Frontier made very few improvements to the fighters since they were released. I guess their thinking was that they designed them right or never bothered to check on them.

What it doesn't cover is actual combat from an experienced player. You are doing an awesome job with the Guardian fighters which will have players looking at all the fighter types from a different view point. IMO a very productive thread on the Forum!

Thanks :)
 
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Prior to the last patch, I had a hard time getting my elite Trident SLF to actually engage and fire at all. I'd go into the menu 4 and see the weapons switched off. I'd reactivate the weapon, switch back and they still would not attack.

The weird thing is they would attack just fin in CZs or Res Zones.

Has this been fixed?
 
Prior to the last patch, I had a hard time getting my elite Trident SLF to actually engage and fire at all. I'd go into the menu 4 and see the weapons switched off. I'd reactivate the weapon, switch back and they still would not attack.

The weird thing is they would attack just fin in CZs or Res Zones.

Has this been fixed?

I won't say they're fixed entirely, because like many things they're still inclined to bug out from time to time, but for the most part I've had no issues! They fire like they're supposed to, the NPC hasn't flown away that I've seen, and even the shard fighter seems to be hitting things for the first time in my memory! I'm not sure if they made intentional changes, but if so, I'd really like to thank whichever dev made it their personal project, because it really seems to have helped! I did ping Tom Kewell a few months before the recent patch with some of the issues, so maybe he had something to do with it, I dunno!
 
With the new Thargoid Invasion, lots of players are wondering; should I be using an AX SLF? I've been using AX fighters for over a year, and experimented with them in many scenarios; I like to think I'm one of the most experienced players using them today. There are pros and cons, but I'd like to argue in their favor! I certainly enjoy using them, and they can be a lot of fun, either in NPC hands or via multicrew!

But why WOULDN'T you want to use them? There are a few common criticisms of Ship Launched Fighters I'd like to cover.


Misconception 1: They don't do very much damage.​

This couldn't be further from the truth!


For those who don't want to watch, that's an NPC-controlled SLF solo exerting a Thargoid Basilisk Interceptor! This is something many players can't achieve at all, so it happening at the hands of an NPC without any player input is truly impressive! (for the uninitiated, the beam laser is meant purely for cooling, and is not doing any damage).

Generally speaking, under NPC control, a Guardian Lance Fighter can be considered equal to an extra Class 1 Gauss Cannon. Now, that might not sound like much, but there are several things to remember.

  1. There is an experimental weapons limit on ships, meaning at most four guardian weapons can be used at one time.
  2. SLFs have their own distributor and heat! This means that you're not JUST getting the bonus DPS; you're also getting the equivalent of a ~25% bonus to your distributor regeneration, as well, the equivalent of taking your distributor from G5 to G8!
  3. And lastly, but most crucially, thargoids regenerate! This regeneration can easily counteract the damage of one or two of your weapons, so having a guardian fighter can boost your effective DPS by anywhere from 25% to as high as 50%(or higher!), depending on how accurate you are!

In general, an SLF can easily exert a cyclops, exert a Basilisk given a little time, and can fully counteract the regeneration on a Medusa. That might be the place where they're the most useful; normally a small mistake in your orbit or accuracy can mean a medusa regenerates to full and you're back to starting over again, but with an SLF in the field, it will essentially save your place in the fight. That means exerting instead of starting over, which means killing the heart before it enrages, which means winning the fight instead of losing.
Against a Hydra, the savings have more to do with ammo consumption; in a normal hydra fight, a player will need to synthesize or ram the hydra, plus achieve very high degrees of accuracy, which is why many players use premium ammo. Using an SLF gives effectively the same thing as premium synthesis, but without the synthesis cost!

Misconception 2: They always die instantly.​


This one, at least, has a small basis in truth. Swarms target Fighters preferentially, and because swarms do massive phasing damage, if SLFs do come under fire, they will die very rapidly. That only matters, however, if you're not killing the swarm. Most new players are well advised to kill the swarm, lest they risk flying through it, triggering missiles, and taking critical module damage that can end the fight right then and there. Even some of the best players in the game still choose to kill the swarm, such as this video from classic expert Aranionros Stormrage, speedrunning a Hydra;


He kills even a hydra swarm in under 30 seconds, and once the swarm is down, if you are attacking the interceptor personally(even with just a cooling beam, like in the first video), the Inteceptor will never attack the fighter personally, and its damage becomes 100% consistent. So much to the contrary of having low durability, it actually has unlimited durability! In fact, this can be even faster than choosing to ignore the swarm entirely, because the added DPS from the fighter can take the Interceptor's shield down more rapidly than otherwise would be possible, more than making up any lost time.

Things are a bit more complicated in AX Conflict Zones. When the Thargoid first spawns, it will be nearby and unfocused, so fighters will often be targeted by the swarms and die rapidly. However, as fights progress, swarms will often by drawn off by NPCs, and fighters can be deployed. While they do still die occasionally, they can be quickly redeployed and continue doing their job effectively.

Worst case, even if they are attacked by the swarm, that's damage being drawn away from you and other important targets! Especially when swarms can become agitated by NPCs, having your fighter eat a dozen missiles instead of you can be a godsend, with each fighter saving you massive amounts of hull and module integrity. This leads handily into the next misconception!


Misconception 3: They aren't worth the lost hull reinforcement.​

Fighter Hangars do take up an optional slot. The loss of a C5 or C6 optional slot can mean losing around 700 hull integrity, which for, say, a Krait, could be 15-20% of your total hull value.

As always, the question is whether or not this is worth it. Take a Medusa, for example; in normal circumstances, the fastest a medusa can be exerted is in about 10.5 seconds. Having a Gauss fighter reduces that to about 8.6 seconds, or about an 18% reduction. Of course, that's assuming absolutely perfect accuracy, which by no means is going to be the case. Even if you're just 25% less accurate, you're looking at a fighter giving a 33% faster exertion, and that means 33% less damage taken! This more than counteracts any extra damage you might take.

Essentially, having a fighter speeds up the fight enough to reduce your damage taken, more than you would benefit from having the added hull, even with absolutely perfect skill; this gets better and better the less skilled you are.

Misconception 4: Fighters are a crutch, that will prevent you from learning how to fight properly.​

This is the argument I usually hear last of all, after people accept that yes, fighters do a lot of damage, and yes, they are worth using. "Fighters are TOO good, and they'll prevent you from learning how to fight properly!"

This couldn't be further from the truth. The first heart is the hardest to exert, and once you break it, you're probably a third done with the fight! You can't learn how to really fight Thargoids if you're always dying to the first heart. It's mostly in the later hearts where you truly learn how to fight, how to be consistent and stay cool. In this, the fighter is perhaps the most helpful of all. It gets you to the point where you can begin to learn!

Misconception 5: A player in an SLF is less useful than just bringing their own ship.​

This is another case of debatable truth. While it's true that a player with a full complement of Guardian weapons will be more effective than a single SLF, many players don't have a full complement of guardian weapons, and in that case, a guardian fighter may well offer very comparable damage, at very low risk and zero upfront investment.

A Krait Mk2 with 4 enhanced AX multicannons, for example, can do about 16.25 DPS to a basilisk interceptor. In player control, a Guardian Lance Fighter can do about 20 DPS to that same target! Added to that, the mothership gets a bonus pip to engines or weapons, dramatically boosting their survivability or damage potential in the fight. Everyone wins!

Clearly, piloting an SLF can be a viable and effective way of joining the Thargoid War.





Genuine Concerns​

These misconceptions dealt with, there are a few genuine concerns that people should be aware of.

1. The first is the old fighter lag bug. Historically speaking, deploying an NPC-controlled SLF in a multiplayer instance could cause massive lag to everyone in the instance. Recent testing has indicated this bug MIGHT be fixed, but players should be cautious, as many players will still instinctively blow up any SLF they see. If you do use an SLF, corroboration that this bug has been fixed would be appreciated; bear in mind that this game is by no means lag free even without SLFs! Beware of confirmation bias, of attributing lag to SLFs that would have happened anyway!

2. The second is the typical costs of using an NPC. NPCs take half your combat rank while active, and if leveled up correctly, 10% of your income. This means they need to improve your kill speeds by at least 10% in order to be worthwhile. Fortunately, as we calculated above in regards to damage vs durability, this should always be worth it as long as they're being used effectively.

3. The third is that NPCs DO require a bit of extra micromanagement, and navigating the NPC panel can be annoying. There is a workaround for this, fortunately! NPC commands can be keybound. I suggest binding 'attack my target', 'attack at will', and 'follow me', at the bare minimum, but you might appreciate having all of them bound, just in case!

Conclusion​

Are SLFs worth it? I think the answer is clearly yes, but I'm happy to discuss it with you! Post your thoughts below, and I'll do my best to assuage any concerns. Just remember, in the end, it's just a game, and the point is to have fun! If you don't enjoy using an SLF, by no means feel pressured to use one! But if you want to maximize your performance, you might want to consider throwing on a fighter bay!
All theory on paper, give me a video for each misconception.
 
All theory on paper, give me a video for each misconception.
I believe I have! For all that are provable by a single video, of course. Feel free to check out the various videos in the OP!

Others aren't really 'provable' by a video, since they are borne out in the aggregate, and are therefore more effectively shown by the math. Like comparing hull reinforcement to damage. In the short term, things will doubtless go either way; it's only over many, many repetitions that the advantage will show up in favor of SLFs. But that's what math is for! You don't build a bridge and wait for it to fall down to prove the math, you do the math to prove the bridge won't fall down!
 
With the new Thargoid Invasion, lots of players are wondering; should I be using an AX SLF? I've been using AX fighters for over a year, and experimented with them in many scenarios; I like to think I'm one of the most experienced players using them today. There are pros and cons, but I'd like to argue in their favor! I certainly enjoy using them, and they can be a lot of fun, either in NPC hands or via multicrew!

But why WOULDN'T you want to use them? There are a few common criticisms of Ship Launched Fighters I'd like to cover.


Misconception 1: They don't do very much damage.​

This couldn't be further from the truth!


For those who don't want to watch, that's an NPC-controlled SLF solo exerting a Thargoid Basilisk Interceptor! This is something many players can't achieve at all, so it happening at the hands of an NPC without any player input is truly impressive! (for the uninitiated, the beam laser is meant purely for cooling, and is not doing any damage).

Generally speaking, under NPC control, a Guardian Lance Fighter can be considered equal to an extra Class 1 Gauss Cannon. Now, that might not sound like much, but there are several things to remember.

  1. There is an experimental weapons limit on ships, meaning at most four guardian weapons can be used at one time.
  2. SLFs have their own distributor and heat! This means that you're not JUST getting the bonus DPS; you're also getting the equivalent of a ~25% bonus to your distributor regeneration, as well, the equivalent of taking your distributor from G5 to G8!
  3. And lastly, but most crucially, thargoids regenerate! This regeneration can easily counteract the damage of one or two of your weapons, so having a guardian fighter can boost your effective DPS by anywhere from 25% to as high as 50%(or higher!), depending on how accurate you are!

In general, an SLF can easily exert a cyclops, exert a Basilisk given a little time, and can fully counteract the regeneration on a Medusa. That might be the place where they're the most useful; normally a small mistake in your orbit or accuracy can mean a medusa regenerates to full and you're back to starting over again, but with an SLF in the field, it will essentially save your place in the fight. That means exerting instead of starting over, which means killing the heart before it enrages, which means winning the fight instead of losing.
Against a Hydra, the savings have more to do with ammo consumption; in a normal hydra fight, a player will need to synthesize or ram the hydra, plus achieve very high degrees of accuracy, which is why many players use premium ammo. Using an SLF gives effectively the same thing as premium synthesis, but without the synthesis cost!

Misconception 2: They always die instantly.​


This one, at least, has a small basis in truth. Swarms target Fighters preferentially, and because swarms do massive phasing damage, if SLFs do come under fire, they will die very rapidly. That only matters, however, if you're not killing the swarm. Most new players are well advised to kill the swarm, lest they risk flying through it, triggering missiles, and taking critical module damage that can end the fight right then and there. Even some of the best players in the game still choose to kill the swarm, such as this video from classic expert Aranionros Stormrage, speedrunning a Hydra;


He kills even a hydra swarm in under 30 seconds, and once the swarm is down, if you are attacking the interceptor personally(even with just a cooling beam, like in the first video), the Inteceptor will never attack the fighter personally, and its damage becomes 100% consistent. So much to the contrary of having low durability, it actually has unlimited durability! In fact, this can be even faster than choosing to ignore the swarm entirely, because the added DPS from the fighter can take the Interceptor's shield down more rapidly than otherwise would be possible, more than making up any lost time.

Things are a bit more complicated in AX Conflict Zones. When the Thargoid first spawns, it will be nearby and unfocused, so fighters will often be targeted by the swarms and die rapidly. However, as fights progress, swarms will often by drawn off by NPCs, and fighters can be deployed. While they do still die occasionally, they can be quickly redeployed and continue doing their job effectively.

Worst case, even if they are attacked by the swarm, that's damage being drawn away from you and other important targets! Especially when swarms can become agitated by NPCs, having your fighter eat a dozen missiles instead of you can be a godsend, with each fighter saving you massive amounts of hull and module integrity. This leads handily into the next misconception!


Misconception 3: They aren't worth the lost hull reinforcement.​

Fighter Hangars do take up an optional slot. The loss of a C5 or C6 optional slot can mean losing around 700 hull integrity, which for, say, a Krait, could be 15-20% of your total hull value.

As always, the question is whether or not this is worth it. Take a Medusa, for example; in normal circumstances, the fastest a medusa can be exerted is in about 10.5 seconds. Having a Gauss fighter reduces that to about 8.6 seconds, or about an 18% reduction. Of course, that's assuming absolutely perfect accuracy, which by no means is going to be the case. Even if you're just 25% less accurate, you're looking at a fighter giving a 33% faster exertion, and that means 33% less damage taken! This more than counteracts any extra damage you might take.

Essentially, having a fighter speeds up the fight enough to reduce your damage taken, more than you would benefit from having the added hull, even with absolutely perfect skill; this gets better and better the less skilled you are.

Misconception 4: Fighters are a crutch, that will prevent you from learning how to fight properly.​

This is the argument I usually hear last of all, after people accept that yes, fighters do a lot of damage, and yes, they are worth using. "Fighters are TOO good, and they'll prevent you from learning how to fight properly!"

This couldn't be further from the truth. The first heart is the hardest to exert, and once you break it, you're probably a third done with the fight! You can't learn how to really fight Thargoids if you're always dying to the first heart. It's mostly in the later hearts where you truly learn how to fight, how to be consistent and stay cool. In this, the fighter is perhaps the most helpful of all. It gets you to the point where you can begin to learn!

Misconception 5: A player in an SLF is less useful than just bringing their own ship.​

This is another case of debatable truth. While it's true that a player with a full complement of Guardian weapons will be more effective than a single SLF, many players don't have a full complement of guardian weapons, and in that case, a guardian fighter may well offer very comparable damage, at very low risk and zero upfront investment.

A Krait Mk2 with 4 enhanced AX multicannons, for example, can do about 16.25 DPS to a basilisk interceptor. In player control, a Guardian Lance Fighter can do about 20 DPS to that same target! Added to that, the mothership gets a bonus pip to engines or weapons, dramatically boosting their survivability or damage potential in the fight. Everyone wins!

Clearly, piloting an SLF can be a viable and effective way of joining the Thargoid War.





Genuine Concerns​

These misconceptions dealt with, there are a few genuine concerns that people should be aware of.

1. The first is the old fighter lag bug. Historically speaking, deploying an NPC-controlled SLF in a multiplayer instance could cause massive lag to everyone in the instance. Recent testing has indicated this bug MIGHT be fixed, but players should be cautious, as many players will still instinctively blow up any SLF they see. If you do use an SLF, corroboration that this bug has been fixed would be appreciated; bear in mind that this game is by no means lag free even without SLFs! Beware of confirmation bias, of attributing lag to SLFs that would have happened anyway!

2. The second is the typical costs of using an NPC. NPCs take half your combat rank while active, and if leveled up correctly, 10% of your income. This means they need to improve your kill speeds by at least 10% in order to be worthwhile. Fortunately, as we calculated above in regards to damage vs durability, this should always be worth it as long as they're being used effectively.

3. The third is that NPCs DO require a bit of extra micromanagement, and navigating the NPC panel can be annoying. There is a workaround for this, fortunately! NPC commands can be keybound. I suggest binding 'attack my target', 'attack at will', and 'follow me', at the bare minimum, but you might appreciate having all of them bound, just in case!

Conclusion​

Are SLFs worth it? I think the answer is clearly yes, but I'm happy to discuss it with you! Post your thoughts below, and I'll do my best to assuage any concerns. Just remember, in the end, it's just a game, and the point is to have fun! If you don't enjoy using an SLF, by no means feel pressured to use one! But if you want to maximize your performance, you might want to consider throwing on a fighter bay!
This post doesn't address caustic clouds. The main issue I have with SLFs is that they fly through the remnants of destroyed thargoid craft and die instantly. I think Guardian SLFs should be fully resistant to Caustic effects, given their pitiful 10 hull integrity.
 
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