What is the AX best build currently?

Meaning, the most effective one, not the most fun or whatever. I currently have a shieldless Krait mk. 2 with four plasmas (or three Gausses), which was an ok build pre-new modules. But I have no idea what the new modules brought... Has the effectivity leaned to large ships?
 
First question would be: Most effective for what? Different purposes require different builds.

The most popular "most effective" build is probably a Conda with six ModShards to insta-gib Cyclopses, requiring a Class 5 Experimental Weapon Stabilizer to lift the EXP limit from four to six. They are also pretty effective against higher variants.
 
Mind that the six-Shards Anaconda really is suited more specifically to defending a planetary port, where it relies a lot on Swarms being absent and repairs being available. That is a quite common intended scenario though, so here is a quick video so that @space voyager can see it!

If you need versatility, I think that precludes heavies, though at present I do not think one could offer a specific build and claim it is definitely always best. My thoughts are:
  • The Krait 2 is always an attractive option given its weapon classes, distributor size, good top speed and module space for repairs. I cannot use it personally due to its dire boost acceleration and duration, and mind that its weak lateral thrust performs poorly in high gravity.
  • The Alliance Chieftain is a very speedy and sturdy option, at cost of its weapon classes. The three class 4 military slots makes it very durable, it seems to have well above-average rotation while at high speed, and I would rate its boost with decent acceleration and excellent duration. If you carry Flak then its lower class 2 hardpoint is perfect, otherwise making use of its hardpoints and their positions can be tricky. My preferred loadout became a Plasma in the lower class 2, two class 1 Thermal vents, and switching between Shards or Gausses elsewhere depending on how I feel like flying.
  • For general port defence including Outposts, I took a strong liking to the Fer-de-Lance with no shield nor repair, which I decided to build after using the Chieftain to destroy a Hydra petal and taking only 3% damage or so. No Flak either; with a Fer-de-Lance it is very easy to avoid a Swarm, or bait and calm it if needed. Its biggest problems are that its hardpoint deployment directions are poor for fitting a gimbal Thermal vent beam, and that gear-boosting will also block its lower hardpoint from using many weapon types including a beam, and unfortunately also including Guardian Plasma (a normal class 4 Plasma Accelerator is physically big enough to see past the gear).
  • The Federal Assault Ship can become a tougher version of that, at cost of one hardpoint.
Pre-charging the Plasma allows it to fire away despite the gear, though that got a bit tiring. I have been scoop-boosting a lot in the research Cutter recently so that it also collects limpets during the direction change, and I am hoping very much to transfer that practice over to the Fer-de-Lance to solve the gear problem, if I can find a bit more power to keep the Cargo scoop active!

Also whatever you choose, if there is any chance that you end up spending appreciable Heat sinks after burning Caustic damage away, I suggest equipping one Caustic sink instead.
 
  • The Krait 2 is always an attractive option given its weapon classes, distributor size, good top speed and module space for repairs. I cannot use it personally due to its dire boost acceleration and duration, and mind that its weak lateral thrust performs poorly in high gravity.
  • The Alliance Chieftain is a very speedy and sturdy option, at cost of its weapon classes. The three class 4 military slots makes it very durable, it seems to have well above-average rotation while at high speed, and I would rate its boost with decent acceleration and excellent duration. If you carry Flak then its lower class 2 hardpoint is perfect, otherwise making use of its hardpoints and their positions can be tricky. My preferred loadout became a Plasma in the lower class 2, two class 1 Thermal vents, and switching between Shards or Gausses elsewhere depending on how I feel like flying.
Also bear in mind that the "meta" does not mean it is best for you. The ship and the build must fit the skill and flying / combat style of the pilot to some extend.

I do fight mostly at planetary ports, and for my playing style and where I am in the development of my AX "career", the Krait is the most effective boat to fly. On paper, the Chief might be the better ship because it is more agile, but for me, it is too twitchy and I cannot fly it. Also, I run mine with a mixed layout of two large MCs and two medium gauss, with which I am very efficient against almost all enemies spawning in a ground CZ from scouts to Medusas (efficiency going down as the enemy class goes up). Hyrda, not so much. Give me a shard Conda or a meta Chief and I will be either board to death, actually dead or I will not kill anything at all.
 
Meaning, the most effective one, not the most fun or whatever. I currently have a shieldless Krait mk. 2 with four plasmas (or three Gausses), which was an ok build pre-new modules. But I have no idea what the new modules brought... Has the effectivity leaned to large ships?

The fundamental AX builds haven't changed that much except more variety for different styles and accessibility to new CMDRs. IMHO as follows:

  • Scout, Cyclopes & Maelstrom = EAXMC Builds
  • Cyclopes, Basilisk++ = Traditional Gauss and/or ModShards and/or Plasma Builds (Although the more I play around the more I prefer traditional Gauss)
  • Orthrus Assassination = EAXMR / ADV Builds

New modules & nice to have:

  • Experimental Weapon Stabilizer
  • Caustic Sink Launchers
  • Sirius Heatsinks

o7 & see you@the front for humanity CMDR,
 
Honestly, the meta shieldless guardian gauss chieftain is a classic for a reason. Krait is better for scouts (AXMC) or mixed. Big ships make some things less stressful (6 ax weapons) and you can tank a bit; you can handle scouts and cyclops just fine but… at the end of the day, the big interceptors need speed and precision; the chief is worth sticking with.
 
Meaning, the most effective one, not the most fun or whatever. I currently have a shieldless Krait mk. 2 with four plasmas (or three Gausses), which was an ok build pre-new modules. But I have no idea what the new modules brought... Has the effectivity leaned to large ships?

In planetary defense, the Condashard is really good.
In space station defense and Space AXCZ, i prefer something shieldy, so a Cutter feels more appropriate. Various choices of 5 ax weapons (2 plasma + 3 gauss or 2 EnhAXMC + 3 shards or whatever)
For soloing interceptors (or general purpose learning the ropes) i prefer a Krait mk2 - its boost may be weak, but it can perma boost on just 2 pips which is just perfect - also loadout can be adjusted to fit personal taste (replace a heatsink with a shutdown field neutralizer, swap weapons etc)
 
Mind that the six-Shards Anaconda really is suited more specifically to defending a planetary port, where it relies a lot on Swarms being absent and repairs being available. That is a quite common intended scenario though, so here is a quick video so that @space voyager can see it!

Damn, that IS a quick vid...

So I guess big ships do have the upper hand now as far as effectiveness goes. How come nobody is playing with a Corvette?
 
How come nobody is playing with a Corvette?

Because Conda is almost as maneuverable, but it has more and better hardpoints, better convergence, more optional internals which means it's a better hull tank
Vette will be better than Conda as a shield tank, especially if paired with 2x size 7 SCB, but you'd still have to deal with crapier hardpoints and convergence
 
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