Regardless of what in-game lore might have said, the T10 is one of the worst ships for AX combat precisely because of the issues you mention and the very poor convergence of its hardpoints.i would like too, but to be honest they smash me to bits
one day i want to manage a solo kill of one.
i had a t10, that maybe the issue, too slow turning and low speed. its the swarm, it rips me a new a.....hole
i will try in a krait one day, who know i might achieve it.
Pretty much every fixed weapon on a military vessel gets it's ammunition from a central magazine-store.
It isn't unreasonable to expect that 34th century spaceships should have the same capability.
All of our weapon systems are modular, like gun pods or CIWS.
It would be nice if there were other options, allowing for more potent weapons, at the cost of having to store ammunition separately, with the associated vulnerabilities of internal magazines and complex feed systems. Could also give ship-legs another practical thing to do.
Even a redneck with an AR15 in the back window of his pickup truck probably has spare ammo' in the glovebox.
Increase the dead zone using the slider below the key bind setting under control until the movement stops.flight hotas I bought for fighting <...> barrel roll my ship when being used in ED. Fine on PC or other PS games but won't fly a straight line in Elite.
I never found the original small-arms comparison worthwhile, just pointing out that the systems pilotable ships have in ED is more analogous to real-world self-contained modular systems than either small arms or things like tanks and battleships with integral weapons and centralized magazines.
You can't reload the SUU-16/A pods on an F4-C while it's in flight (though you could jettison them, an option this game is sorely missing). Doing something analogous to this with the weapons in ED would probably require complicated EVAs, or at least manually dragging ammunition through service conduits. I've always envisioned ED's weapons as having only power and coolant connections, otherwise being completely isolated from the rest of the ship.
Admittedly, the existence of synthesis upends this, but synthesis was always stupid and I try to forget it exists.
Naval weapons, OTOH, most certainly can be.
Any medium-pad (or larger) ship in ED is almost certainly more comparable to a naval vessel than an aircraft IMO and, as such, should be perfectly capable of carrying spare ammo' and reloading weapons.
Maybe FDev could simply create "Magazine" modules that are at least C4 or larger (and, possibly, only suitable for military slots) so they can only be fitted to large ships with a military design?
All of our ships are explicitly pilotable by a single individual and all of the weapons in the game we can equip on them are largely independent modular systems. They may have the volumetric dimensions of a naval vessel, but that's where most practical comparisons end.
I dunno if we've got "R2 units" trundling around our ships, doing stuff, or if the ships have built-in systems to do stuff but, either way, clearly the stuff is getting done.
I never found the original small-arms comparison worthwhile, just pointing out that the systems pilotable ships have in ED is more analogous to real-world self-contained modular systems than either small arms or things like tanks and battleships with integral weapons and centralized magazines.
You can't reload the SUU-16/A pods on an F4-C while it's in flight (though you could jettison them, an option this game is sorely missing). Doing something analogous to this with the weapons in ED would probably require complicated EVAs, or at least manually dragging ammunition through service conduits. I've always envisioned ED's weapons as having only power and coolant connections, otherwise being completely isolated from the rest of the ship.
Admittedly, the existence of synthesis upends this, but synthesis was always stupid and I try to forget it exists.
Giving thought to how precisely it's getting done could and should have meaningful gameplay implications, especially if we are eventually going to be able to move around the inside of our ships at some point.
The abstraction and handwavium is fine for now, but a little planning and foresight now will save a lot of trouble later.
Pleiades. Some greek mythology.I was exploring out in the Piades (spelling?) when I started finding lots of "nonhuman signals". A tingle went up my spine. Thargoids!!! I found lots and lots of Thargoids!!!
If you thought this was the start to a wonderful tale of a player encountering an alien for the first time, with possible harrowing combat ensuing...well you would be wrong. Because of course, I didn't have anti-xeno weapons (why would I?) on my ship at the time.
So I went about my business and it was very disappointing that what could have been a really organic random encounter was stolen from me by bad mechanics. The decision to make human weapons useless against aliens and visa versa was really really dumb.
I am just ready with my first reasonable fdl anti xeno build and my goal is to kill my first interceptor solo. Is this a stupid idea? I am a fixed weapon novice but I found dropping scouts very easy. I mean it seems like just mechanics and likely several rebuys right?also btw for anyone that finds it 'too difficult' I have guides that may be of help
Source: https://www.youtube.com/watch?v=TpMPMzQFTD0
Source: https://www.youtube.com/watch?v=eDkW69XMzWg
AX combat is very tricky to begin with yes but with practice you can become very proficient -use of synthesis is really only something that comesi nto play with Hydras or big groups of thargoids - though yes heatsink synth is common but the mats are all grade 1 for that so can be traded for with only a few high grade mats![]()