Which ships are viable for AX combat ?

This is a pretty broad question, aswell as the ships I'm also wondering about how they should be built.
And yes, I know that people have killed interceptors in a sidewinder but I'm looking for the best ships for ax combat of each size class.
Money is no object but engineering is, sort of. I can engineer every module, but the farming is time consuming. Grade 1-3 is quite doable.

I have an AX cutter and anaconda, as yet they are not heavily engineered. The anaconda is for slaughtering scouts and performs well, the cutter is for hit and running interceptors and Has terrible range so it's sitting in dock. I was thinking the corvette could be a good support ship, with several flak, along with repair and decontamination limpets and shield healing beams. (Usles for really fighting because it has too few medium hard points in good places) The type 10 handles like a fat cow but could probably still slaughter scouts.
As for the smaller ships I'm not sure.

Here are the finalised anaconda and cutter:

The anaconda has ax multicannons in its current form, but they're pretty at anything other than killing scouts


The anaconda would probably be better off with prismatics, since it can't run but then it would need an overcharged pp so it would melt.
 
I use a Challenger with 4x AX Multicannons and 3x Multicannon against scouts. Ok, mine is 65 all the way, but as long as you equip it ok, you can do without. I'd suggest Guardian stuff.
 
If I’m hunting Scouts, I use my 2nd FdL with four Gauss Cannons (I can only fire two at a time for heat reasons, but having four means twice the ammo), and a c4 beam with Thermal Vent to help with the heat.

I haven’t hunted Cyclopses in a long time, but the last time I did so was in an Anaconda with 4x Shard Cannons. Spam the crap out of them at point-blank range and the Cyclops is dead in less than 10 seconds. No faffing around with hearts or shutdown pulses.

If you’re looking for a fair(er) fight, though, an Annie can handle firing 3 Gauss simultaneously with no heat issues. The T-10 is another fine choice due to its astounding hull strength and ample room for HRPs. I keep one stationed in Merope, just in case.
 
Your Cutter has "terrible range"? It can jump 35Ly, which was exploration ship territory, before Engineers. I think that is fine.
I have a similar Cutter and did a few fights against Interceptors. I recommend you prepare 2 more HD HRPs and replace Guardian FSDB and fuel scope, after you reached your target system. Regarding AFMU, I replaced mine for another HRP, since I only used it very rarely. It is about the same regarding the CR.
Xeno scanner and shutdown field neutralizer aren't also really necessary. The gauss cannons are hit scan weapons, so there is no need to be able to target a heart. Also it is extremly difficult to scan an Interceptor in an AX CZ, because cause they arrive already in aggro mode. The shutdown field pulse can be sort of avoided it the Cutter (due to its speed), if you just boost and turn FA off in the right moment. Hence I put on 2 HD booster instead.
Instead of the remote flak launcher in the C4 slot, you could place a C4 lightweight beam laser with thermal vent. But since the flak rounds of two launchers can already be limiting, it might be a matter of preference. Same with the shield. I haven't tested a Bi-Weave yet, but went for an 8A Prismatic. Restarting the ship between fights might be necessary however, in order to gain some shield strength back rather quickly without wasting SCBs.
Additionally, you can scale down the MRP to a C3 one. It is sufficient for fighting Thargoids, another C5 HD HRP is more useful.
 

DeletedUser191218

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I had a multipurpose ax krait mk2, a couple of gauss cannons and an ax turret mc. In honesty, an anaconda is total overkill for scouts. You only need one of the big 3 for interceptors...even then I'd say maybe medusa upwards? My krait was great on scouts and i could easily solo kill a Cyclops...just about coping with a basilisk. However, about 7/8 months ago I swear FD nerfed the canopy. It's like cling-film now. I can still take down a Cyclops...just. but the past couple have ended blind as I've been shooting gauss cannons with a burst canopy.

With a cutter, you should be soloing at least basilisk level, if you have your strategy right. I'd say it's 60% strategy, 40% ship. They're actually really easy if you approach them the right way. You're going to take damage so getting a good solid hull is essential. Just remember - swarms ALWAYS take priority.
 
Krait Phantom for me (as a change from the Krait II) ... AX turreted cannons and twin rail guns, engineered for high capacity. It's a highly manoueverable ship, so it's fun to fly. And you get to target the scouts with the rails, rather than idly sit by with the cannons firing all the time.

Shields are a reinforced 6C bi weave, 3C Guardian shield reinforcement, Military Grade Composite engineered for heavy duty and deep plating, 5D hull reinforcement deep plated, 5D module reinforcement.

It's good at resisting PvP attacks at Shinrarta too !
 
I had easiest time with the Krait Mk.2. I'm currently using a Cutter, which is viable but has required me to change my tactics a bit.
 
Krait MKII here for scouts. I use 2 C3 AX turret MCs, with efficient thermal beams on the rest, makes easy work of scouts.
No success so far with interceptors as I play in solo, although I like @Bryan K suggestion above about close range shards, so I may just ignore the swarm and give that a go on my Krait as I'm useless with that remote flak launcher.
 
Krait Mk2 is a fine ship for scouts and cyclops at least, good in an AXCZ as well.
2 gauss and 2 turreted ax multi’s works really well v scouts, allowing practice with fixed weapons whilst still doing a fair bit of damage. Even if you mostly miss with the gauss initially, the multi’s still do the biz. Thats how i learned to fire fixed weapons myself.
Good luck CMDR!
o7
 

DeletedUser191218

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Krait MKII here for scouts. I use 2 C3 AX turret MCs, with efficient thermal beams on the rest, makes easy work of scouts.
No success so far with interceptors as I play in solo, although I like @Bryan K suggestion above about close range shards, so I may just ignore the swarm and give that a go on my Krait as I'm useless with that remote flak launcher.

You need some gauss cannons on there if you want to solo interceptors mate. DO NOT ignore the swarm. You'll get shredded.
 

DeletedUser191218

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I hear you cmdr, but I'm rubbish with that remote release flak launcher, I hate that !#&%@* swarm!

If you get a distance away (like 4km) and fa-off turn then reverse thrust, they will fly straight for you. You can get a few shots at them as they fly at you. When they reach you, boost past and repeat. The swarm does more damage than the actual interceptor.
 
If you get a distance away (like 4km) and fa-off turn then reverse thrust, they will fly straight for you. You can get a few shots at them as they fly at you. When they reach you, boost past and repeat. The swarm does more damage than the actual interceptor.
OK, thanks for that advice cmdr, I will give that a try. (y)
 
What are you playing on? I'm on ps4. Hmu if you want a hand killing bugs.
Me too on PS4 but haven't bought the Sony subscription as everyone says open on PS4 is empty anyway!
The other games I play are usually first person shooters with single player campaigns so I've never really bothered with multi player or paying the subs.
 

DeletedUser191218

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Me too on PS4 but haven't bought the Sony subscription as everyone says open on PS4 is empty anyway!
The other games I play are usually first person shooters with single player campaigns so I've never really bothered with multi player or paying the subs.

Ah ok. No worries. Yeah it is a little quiet but there are people around. Meeting some people and doing private groups is a good shout. But i wouldn't do it just for ED. Good luck with Thargoid hunting.
 
Krait MKII here for scouts. I use 2 C3 AX turret MCs, with efficient thermal beams on the rest, makes easy work of scouts.
No success so far with interceptors as I play in solo, although I like @Bryan K suggestion above about close range shards, so I may just ignore the swarm and give that a go on my Krait as I'm useless with that remote flak launcher.
You’ll need 4x class 3 shard cannons, and a very quick trigger finger. It helps to set two of the cannons to primary fire and two to secondary fire so you don’t have to wait for all four to reload simultaneously. Best time to fire is right when it gets close to scan you. The closer the better.

Basically, what it does is overwhelm the Cyclops’ ability to heal itself via hearts, so it dies without having to go through all the steps you normally have to take to kill them. As far as I know it doesn’t work on the more powerful interceptors, though.

The drawback is, if you don’t kill it right away, you might as well just jump away, because doing the fight normally with only shard cannons kinda sucks.
 
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