Which anti-xeno weapons are effective against human ships

Is any of the available anti-Thardgoid weapon at least resonably effective also against human-built ships?
I would like to build a semi-universal ship that is able to defend itself from at least a small group of Scouts while not being completely defenseless against random pirates,
but i haven't found any official numbers about the damage reduction of the anti-xeno weapons to the human ships.
Anyone knows?
 
Yes. The Azimuth Plasma Chargers are really good, their high shot speed makes them easy to aim. Their damage is 50% Anti-Xeno, 50% Absolute, which makes them very effective against any type of human ship as well.
Only downside is their high power draw; I actually had to drop one shield booster from my PVE Chieftain to keep using my armoured PP.
 
The other downside it the anti-guardian field - which will render them unusable

The safest is still a ship that can fit a pair of large gimbaled enhanced ax multicannons and still have enough free hardpoints to fit human weapons able to kill the random pirate
Krait Mk2 is a quite decent candidate
 
Which kinda raises the question, what do you need a dual-purpose ship for, anyway?
You only encounter Thargoid ships in systems that are clearly marked on the galaxy map. You basically can't run into them accidentally. (At least not in the bubble war zone)
When you operate in Thargoid-threatened ships, there will be no hostile NPCs.

Okay, if you evacuate stations in war systems, yes you need to take passengers to rescue ships. The only reasonable risk to get interdicted will be in the rescue ship system. So what -- evade that one interdiction, done.

Basically one of the key ground rules of ship buildings in ED is: DON'T try to build one ship for multiple purposes. Specialize. There may be some leeway here and there for certain types of use, but imho anything that involves AX is not one of them.
 
The reason is purely psychological, i just like to be prepared :)
Besides i already have enough specialized ships for particular jobs, so effectively spending money or materials is not a concern anymore.
 
(Regular) shards are pretty good. They're functionally a G5 frag cannon vs shields, and if you have corrosive shell on an mc they can rip chunks off armour too... but need no engineering.

I haven't tried the modified shards.

Also, if relevant, the trident is the only fighter that does absolute damage, so that's a tick in the box. (Note: in case it's not clear, fighters with plasma repeaters don't do absolute... they do 50/50 thermal and kinetic, which is functionally different to absolute.
 
Modshards also kinda work, but ofc thermal is much worse against hull than absolute in most cases. They are easy to aim and all but generate a lot of heat. They do have good piercing though and it might be possible to exploit their penetrator experimental to wreck modules.
Still, all in all, modplasmas are far superior against hoomin ships imo.
 
I had fun in a haz res with my ax krait mk2 today. It's got 4 x medium Salvation modded plasma chargers.

One shot some small ships and even took on an Anaconda.
 
Is any of the available anti-Thardgoid weapon at least resonably effective also against human-built ships?
I would like to build a semi-universal ship that is able to defend itself from at least a small group of Scouts while not being completely defenseless against random pirates,
but i haven't found any official numbers about the damage reduction of the anti-xeno weapons to the human ships.
Anyone knows?
Advanced missile racks work nicely against human ships, and you can synthesize AX ammo when it's needed.
You can kill Thargoid scouts with regular weapons, at least I used a beam laser pop them. Heard they were quite buffed though, so not sure if that's still viable.
 
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