What are you doing with your AX weapons?

sollisb

Banned
Because this is a game and I play it for fun. We're not hurting actual aliens...

I think the point was; Thargoids unless you actually go looking for them, are nothing. Absolutely nothing. They don't effect anything outside the USS they're scripted in.

If you don't go to the USS, they a complete non-entity.

They may as be removed, and the time spent on the say something important; Like the actual game for starters!

Each CG for weapons has failed, yet FDev must give the weapons or els their alien-fantsay dies after CG1. The last Combat CG was 8 for 8 well inside the time limit. The AX CG didn't even complete and it half as many tiers!!
 
I think the simplest description is: Missiles is to open the heart, MC is for killing the heart.

I don't know, personally. I am nowhere near the content to try it out.
 
I think the point was; Thargoids unless you actually go looking for them, are nothing. Absolutely nothing. They don't effect anything outside the USS they're scripted in.

If you don't go to the USS, they a complete non-entity.
While kind of true - I believe there are still incidents of witch-space interdictions around Pleides nebula and their return has only just started. Give it time.

Each CG for weapons has failed, yet FDev must give the weapons or els their alien-fantsay dies after CG1. The last Combat CG was 8 for 8 well inside the time limit. The AX CG didn't even complete and it half as many tiers!!
False, CGs only have to hit L1 to succeed above L1 just means greater personal rewards.
 
I bought a Dropship and equipped it with a xeno scanner, 4 AX missile launchers and a beam laser, then FD nerfed AX missiles into the ground. Now it sits, unused, until I determine that doing anything Thargoid related is worthwhile.

Just finished watching Rusty Dogs stream. He was in a Dropship, I think the other two ships where a Cutter and Cobra. They where able to destroy the Thargoid ship using a combination of MC's and Missiles, took a while but they did it in the end.

@ sollisb - They are pulling ships out of witchspace out in the Pleiades.
 
Last edited:
I think the point was; Thargoids unless you actually go looking for them, are nothing. Absolutely nothing. They don't effect anything outside the USS they're scripted in.

If you don't go to the USS, they a complete non-entity.

They may as be removed, and the time spent on the say something important; Like the actual game for starters!

Each CG for weapons has failed, yet FDev must give the weapons or els their alien-fantsay dies after CG1. The last Combat CG was 8 for 8 well inside the time limit. The AX CG didn't even complete and it half as many tiers!!

Oh, I call and raise - most of the game is like that; non existent unless you go see it as a tourist. There is nothing guiding you through it.
 
I think the point was; Thargoids unless you actually go looking for them, are nothing. Absolutely nothing. They don't effect anything outside the USS they're scripted in.

If you don't go to the USS, they a complete non-entity.

They may as be removed, and the time spent on the say something important; Like the actual game for starters!

Each CG for weapons has failed, yet FDev must give the weapons or els their alien-fantsay dies after CG1. The last Combat CG was 8 for 8 well inside the time limit. The AX CG didn't even complete and it half as many tiers!!

It's strange really.

I know FDev said fighting Thargoids would be "optional" but, geez, I thought they meant that in a "you can run away if you want to" sense rather than the current "You won't even know they exist unless you go looking for them" sense.

I've currently got as far as picking out a ship (twice) and been at the shipyard with my mouse-cursor hovering over the "buy" button and then I think "Why am I doing this, again?"
It's not like I can equip a ship so I can defend myself adequately against hyperdictions and I've got better things to do than join one of the redneck Thargoid hunting parties so there doesn't seem much point.

Hopefully things will change dramatically.
I want to be out there, in a T10, saving humanity from aliens.
 
Knew it was going to be a let down - a huge one. Didn't even bother logging in to sniff a thargroin. More lack luster, hyped up, DM type play that has no place with the original spin back in the KS days. no...............this game is all but dead to me now, demoted out to the storage drive at F: and there it will sit until youtube tells me I'm missing out. right now, nope. nopety nope nope.
 
Tried yesterday on Ps4

I could not get them alone on my Anaconda and it was utterly long wait to actually fine online players in the sector, it took me more than 2 hours to find some.

Comes out: 1 did not have Ax weapons, 1 went offline and another missed equipment.

1 hour later we had wing connection problems.
After another 30 minutes 2nd guy gave up.

At the end we tryed to 2 man, anaconda and Cobra 3...

Long story short:
Thragoids 1 - Planless guys 0
 
taking a break from the game... again. I expected that 2.4 will bring me and my wingmates back into the game. But these non human signal sources...:rolleyes:


Today I just wanted do kill one goid for the CG. It needed 30 minutes until I had found enough wingmates in open through the instances.
But it seemed really broken (even the wingchat). Thargoid swarm position seemed not synced. Fired about 500 shots on one heart and it was down to 90% [haha].


I just feel so underpowered in my cutter with these limited class 2 AX weapons. At the end thats a poor way to give me a challange. For something like this I do not need a new NPC. I can just go and hunt an elite siderwinder with a fixed mining laser on my cutter.
 
Wasn't sure whether this really counted as a "ships" thread or an "aliens" thread so I figured I'd just bung it here...

has anybody figured out a "grand plan" for making optimal use of the AX weapons yet, and built an entire ship around them?

I was considering it but, basically, I keep buying a pair of the latest weapon, testing them out and then I just bung 'em into storage until I can come up with a proper plan for how to use 'em.
Course, it doesn't help that we don't really know, yet, the full extent of the AX armory so you might end up building a ship around what we currently have and then a new weapon will arrive that forces you to completely rethink your build.

But, in the mean-time, if anybody's got any thoughts/advice/opinions on a xeno-centric ship build, I'd be interested to hear them. [up]

Built an AX Gunship, hunted and killed Thargoids with it quite nicely.

Gunship has 2 small rail guns, sturdy mount, plasma slug.
1 AX Multicannon
1 Remote Flak Launcher
2 AX Missile Launchers
1 Efficient PA, plasma slug.
Xeno-scanner

It was built to work in tandem with other xeno-hunters, as the Anti-EMP module can protect multiple ships in range.

It also does avery nice job reducing NPC's to rubble as well.
 
aiming them at goids!

I usually go 2x2. Flak canon has been pretty pointless. Cool weapon but pointless unless you have a wing and one member's job is to fight the swarm and nothing else (and that member packs multiple flak canons because the ammo is pretty limited).

we also experimented with having gun boats and missile boats.... which actually works VERY well and probably a great tactic for beginner goid hunting wings. it gives everyone a chance to pop out and reload if necessary since you have 2 of each role and limits the number of controls you have to fiddle with during the fight but commits you to fighting in a wing.
 
Last edited:
Short answer. Nothing.

Because of the Thargoid buff (adapting? It came across like a knee-jerk reaction to the Thargoids getting killed in the first week), I couldn't take on a Cyclops alone and there wasn't any wing-mates available in my part of the galaxy who wanted to risk their ships.

Also, considering how tough Thargoids are, you'd think (by any logic) that weapons to hit them would also be pretty nifty against humans, but no. They're next to useless against human ships. So you have an AX weapon-set you are restricted to equipping four of maximum AND unless you've got a Federal Gunship, or a huge vessel (with equally huge rebuy) then you cannot equip any OTHER weapons than AX (which leave you helpless against non-Thargoid threats). I was using an Imperial Courier (4 x Class 2) because it was fast enough to keep pace & outrun a Cyclops.

So all in all, they require you to own a large and expensive dedicated (and otherwise useless) "anti-Thargoid" ship that can only be used to attack while in a Wing. So no "blazing your own trail" permitted.

How can FDEV remedy this?

Wouldn't it have been far better to scale the Thargoid's response rather than buff them individually to be nigh-indestructible, so that the solo players could get some action? While the Wings of four would find multiple Thargoids waiting - it couldn't be that hard to implement "Number of Thargoids to spawn = size of Wing".

I have seen the (excellent) video by GluttonFang and I know it's not impossible to kill a Thargoid alone, but it requires a highly-engineered and specialised ship. Only 3% of players even own an Imperial Cutter; even fewer engineered like the ship he used in the video; fewer players still have access to a Wing of comparable vessels. Best case, this is a 96%+ exclusion of the player-base for no reason I can discern.

Either the AX weapons need an enourmous buff, or the Thargoids need to scale according to the player threat, so that the rest of the players can at least have a go.
 
Built an AX Gunship, hunted and killed Thargoids with it quite nicely.

Gunship has 2 small rail guns, sturdy mount, plasma slug.
1 AX Multicannon
1 Remote Flak Launcher
2 AX Missile Launchers
1 Efficient PA, plasma slug.
Xeno-scanner

It was built to work in tandem with other xeno-hunters, as the Anti-EMP module can protect multiple ships in range.

It also does avery nice job reducing NPC's to rubble as well.

Thanks for what is, if I'm not mistaken, the first "proper" reply to the thread. :D [up]

I honestly didn't start this as a "thargoid content sucks" thread.
I was interested to see what people are actually doing with their AX kit; whether they're just bunging it on their existing ships, building AX ships or just waiting for some direction to become obvious.

Seems like, even if you plan to fly in a wing, you're probably going to need "a bit of everything" on an AX ship, just to make sure you can fill a useful role in a wing.
Unless, of course, you've got buddies who you fly with regularly and can build ships which complement each other.

An AX FGS would probably be the way I'd go too.
It's not a huge investment, like any of the Big 3 would be, but it'd probably still pack a fair punch.
One of the reasons why I'm holding out for either the T10 or the Chieftain, though, is I kind of like the idea of starting to do something "new" with an entirely new ship - to minimise that "SSDD" feeling.
 
I think the majority of the players will find excuses to avoid thargoids until there's a "mash fire button and tank damage" option that requires zero skill for killing them. they're scared. pure and simple. it was hard....and then it got harder. they can whine, complain, hide behind RP.... but at the end of the day its a video game and the devs just introduced a challenging new MOB to fight...

I was pretty hesitant too but you can sit around and complain or you can put a couple of rebuys on the line and see for yourself. nobody wants to discover that their elite combat status means nothing and they're as inept as a noob in a sidewinder.

get yourself out of the grind and credit hoarding, get out there and kill some goids.... it's what they're there for.
 
Short answer. Nothing.

Because of the Thargoid buff (adapting? It came across like a knee-jerk reaction to the Thargoids getting killed in the first week), I couldn't take on a Cyclops alone and there wasn't any wing-mates available in my part of the galaxy who wanted to risk their ships.

Also, considering how tough Thargoids are, you'd think (by any logic) that weapons to hit them would also be pretty nifty against humans, but no. They're next to useless against human ships. So you have an AX weapon-set you are restricted to equipping four of maximum AND unless you've got a Federal Gunship, or a huge vessel (with equally huge rebuy) then you cannot equip any OTHER weapons than AX (which leave you helpless against non-Thargoid threats). I was using an Imperial Courier (4 x Class 2) because it was fast enough to keep pace & outrun a Cyclops.

So all in all, they require you to own a large and expensive dedicated (and otherwise useless) "anti-Thargoid" ship that can only be used to attack while in a Wing. So no "blazing your own trail" permitted.

How can FDEV remedy this?

Wouldn't it have been far better to scale the Thargoid's response rather than buff them individually to be nigh-indestructible, so that the solo players could get some action? While the Wings of four would find multiple Thargoids waiting - it couldn't be that hard to implement "Number of Thargoids to spawn = size of Wing".

I have seen the (excellent) video by GluttonFang and I know it's not impossible to kill a Thargoid alone, but it requires a highly-engineered and specialised ship. Only 3% of players even own an Imperial Cutter; even fewer engineered like the ship he used in the video; fewer players still have access to a Wing of comparable vessels. Best case, this is a 96%+ exclusion of the player-base for no reason I can discern.

Either the AX weapons need an enourmous buff, or the Thargoids need to scale according to the player threat, so that the rest of the players can at least have a go.

That's kind of how I see it too.

I'm okay with the way the current thargoids are.
Perhaps they could use a bit of a buff unless these ones are just the "medium" ones and there will be at least another couple of tougher types yet to appear.

But, at the other end of the scale, why not put the "scout-ship" into the game as well?
Make it so that, in the same way that mining in a RES causes pirates to spawn, sniffing around thargoid-related stuff causes one or two Thargoid scout-ships to appear?
Hell, with a bit of thought you could even add some really innovative gameplay by, perhaps, setting it up so the scout-ships call in reinforcements if you don't either destroy them or run away quickly?
That way, if you were exploring thargoid sites, you'd have to keep your eyes open for the scouts or be prepared to leg it when the big boys show up.

I can only speak for myself but I tend to do most of my Thargoid stuff in an AspX 'cos it has the range needed to get around easily.
It's never going to be able to take on a regular thargoid by itself so there's no point in fitting any AX weapons to it.
If there were small Thargoid ships which presented a realistic challenge, however, I might consider fitting some AX weapons to it and that'd ease me into the whole "thargoid combat" thing.
 
sold them, after trying out the fixed MCs..

will come back when we got more weapons, or when the nebula is on fire.
 
Thanks for what is, if I'm not mistaken, the first "proper" reply to the thread. :D [up]

I honestly didn't start this as a "thargoid content sucks" thread.
I was interested to see what people are actually doing with their AX kit; whether they're just bunging it on their existing ships, building AX ships or just waiting for some direction to become obvious.

Seems like, even if you plan to fly in a wing, you're probably going to need "a bit of everything" on an AX ship, just to make sure you can fill a useful role in a wing.
Unless, of course, you've got buddies who you fly with regularly and can build ships which complement each other.

An AX FGS would probably be the way I'd go too.
It's not a huge investment, like any of the Big 3 would be, but it'd probably still pack a fair punch.
One of the reasons why I'm holding out for either the T10 or the Chieftain, though, is I kind of like the idea of starting to do something "new" with an entirely new ship - to minimise that "SSDD" feeling.

A more "ideal" Build would take 3 AX Multicannons, 1 AX Missile, an Anti-EMP and an Xeno-scanner, along with a fighter hanger and a few "normal" weapons to use when they throw up shields, and as much armor as you can pack into a ship. I've seen this build take these things on solo rather effectively. There's still a fair amount of luck that goes into these fights, especially when fighting in a wing, as the bugs have their own peculiar bug wherein only one member of a wing is actually able to damage the hearts, but what would Elite be without New Content Bugs - especially those that render such content virtually impossible to complete (Alien Ruins anyone?).

The FGS is somewhat idea, as it combines plenty of Hard Point space and a Fighter Hanger into the least expensive frame you can pack it all into - how future ships will hold up to this is yet to be seen.
 
Back
Top Bottom