The most dedicated can use engineered Advanced Missile Racks with synthesized guardian ammo. They can be installed to small hardpoints (it opens up many ship options), and do not count towards AX weapons limit. And they do more damage than Sirius AX missiles, I think :o)
@@AstyrreanBugged? Hmm, I did 4-5 attempts and they worked great. But yeah I'm not THAT dedicated to throw all my mat supplies to that, so I switched to just Sirius missiles :)
@@Astyrrean I'm using a Krait. I was thinking of using AXMC:s as weapons so i could fight off any scouts i might encounter. But without shields i think i'm going to go with missiles and concentrate on that Titan. And i happen to be at rescue megaship.
by the way, galnet on youtube stated, that "normal" weapons do damage to the core - nope, i tried normal frags for max DPS and didn`t make a scratch into the core (pacifiers with incendiary rounds)
@eanas expected, but as the DPS of frags would have been amazing, i thought it worth a try ... most big mistakes in the world are based on plausible but false asumptions .. and yes, afterwards i stocked up on more sirius missiles as well .
The Clipper is also really good for this. I have biweave on it, so it gets it shield back very fast. It generates heat though, so I usually drop the engines while recharging. The guardian torpedos still deal damage to the core, right? The AX missiles just has more dps, I guess. Edit: no, no effect.
Check out the new Krait video - Firegroups are explained in addition to builds slightly updated: ua-cam.com/video/77quDX8QkSg/v-deo.htmlsi=qktv2QahgQ0MkjGK
a ccop build doesn't really need the torpedoes every time; you can let othe players do the topside work and "park" a pure missile boat in the creases right next to the core, waiting for it to come out, i tried with a cold mk2 and thargos (mostly) didn`t bother me, i just got ganked by players in the end ;-)
Great job passing us your knowledge, it will make our lives a lot easier, thank you for that. I'm just curious about one thing... why do you use a turret pulse regen instead of a beam?
Concordant Sequence is an on/off effect. It does not matter if what taps you is a huge fixed beam, or a humble turreted pulse. With the Long Range experimental, all have the max range as well (6km.) Since the distributor draw and thermal load of pulse turrets is the lowest, and since their tracking arc is the widest, the turreted pulse makes for the ideal weapon to apply the Concordant Sequence effect - as they won't drain your WEP distro and they won't meaningfully heat you up while using it.
In these updated builds, I noticed you've left them on the lightweight alloy hull vs. the military. Is the extra speed worth it vs the extra hull int? I have an already upgraded reinforced, but don't really want to spend the mats to upgrade the light if it's not going to make much difference. Thanks!
I think it’s fine to leave it at reinforced. Extra speed is nice but so long as you boost past 530 laden (speed of basilisks interdicting you) life will be great.
Might be a slight discrepancy but the Firegroups in the video description, specifically for the bomber build Krait II, seemingly call for two separate Heatsink modules, but the linked EDSY build only calls for one?
Yes I think I voiced it over in the video - for a solo bomber, go for two heatsink / one caustic sink. If you choose to drop the medium Sirius AXMR for a medium gimballed TV beam, you can switch to one heatsink / two caustic sinks.
Thank you Commander for the video. I have a question coming from a rookie Commander. The load states only 1 Heat sink but your FG shows 2 for the Krait Mk2 v2.0b.
1 sink if you use a TV beam, 2 sinks if you don’t. If you’re solo you’re usually better off NOT using a Tv beam. Some old confusion that has been cleared up in the latest video - watch Bug Smashers Episode #2
Nice builds cmdr i modded my cold krait mk2 that i used before for maelstrom diving and just completed my first pass at Leigong and got out with 99%hull and just a few % of module damage and only left cause I ran out of nanite torpedos. Only thing i changed was adding in a thermal vent beam and was running 3x large sirius missle racks. How much should we be doing per run as a solo in your estimate if you dont mind me asking? I was getting around half a mil in damage per heat cycle and managed to get 1.2mil one really good pass. Was up to 8.5mil in bonds before running out of torpedoes and having to leave.
Nice looking forward to seeing it, overall was easier then I expected it to be but watched your vids and some from the burr pit so didnt go in blind. The TV beam seemed to be really key to keeping aggro off me though this one interceptor kept trying to chase me around unsuccessfully. I use a ds4 controller with my PC since I was originally on ps4 and boosted around it while holding up on my verticals and was able to get into a nice rhythm. o7
Sorry if I missed the obvious somewhere but how did you get the Sirius 3C AX missile rack DPS up to 48.5 (according to your edsy bomber link)? I got mine from the tech broker on Spirit of Laelaps in Luyten's Star but I only get 21.7.
@@Astyrrean Hi, yes. I unlocked it at the tech broker who then told me it would be availble in the outfitting screen to install. I went there and installed it. I am looking at it right now in the outfitting screen for my installed modules - "3C AX Missile Rack(Pre-engineered)" with a dps score of 21.7/s. I can send you a pic if you like and if you tell me where to send it.
@@olmynuwen I see what you mean. The in-game screen calculates DPS in a super wonky way (it takes 100% of explosive damage and 10% of AX damage and sums them together.) EDSY, more correctly, shows 100% damage for both. That’s the only source of the discrepancy you are seeing. You’re good.
@@Astyrrean That's a relief - I was worried it was nerfed. Thanks so much for taking the time to look into it. Peachy build btw - beats my tanky 'conda.
For the Krait Bomber - FG1A: Nanite Torp plus heatsink; FG1B: Repair Limpet FG2A: All AX MRs; FG2B: Repair Limpet FG3A: Caustic sinks (both); FG3B: TPN (you can also unmap this and use just the hotkey if you prefer) - if you do that, put repair limpets here as well For the Krait Fighter - FG1A: Nanite Torp; FG1B: TV beam FG2A: All AX MCs; FG2B: TV beam plus xeno scanner FG3A: Repair limpet; FG3B: TV Beam plus xeno scanner FG4A: Caustic Sinks (both); FG4B: TPN (you can also unmap this and use just the hotkey if you prefer) - if you do that, put tv beam here as well For the Mamba Wing Bomber- FG1A: Concondarnt Pulse; FG1B: TV Beam FG2A: Nanite Torp; FG2B: TV Beam FG3A: All AX MRs; FG2B: TV Beam FG4A: Caustic sinks (both); FG4B: TPN (you can also unmap this and use just the hotkey if you prefer) - if you do that, put tv beam here as well
Cool vid!!! Any recommendation though for big ships? Are they not viable because of the speed only, or are there other reasons? I imagine wings with 1 or 2 "bombers" for the vents, and 2 or even 3 big ships that sit on the pylon waiting, to deploy ALL THE DAMAGE!!! Also plenty of space for limpets, repair and decon, I wanna try it with my Vette I love her!
Content right now is really easy ... pretty much anything goes. Be careful though with slower (larger) ships - as they make for big targets, can get overwhelmed quickly, and can't hide as easily in the Titan's safe spots. But if you want to bring a vette with Sirius AXMRs, sure, why not ...
The chief could do OK I guess, with a medium torp on the bottom nose hardpoint, two large Sirius AXMRs, and three small TV beams I guess? At that point though, it's kind of just of a worse version of the mamba I feel. The Chally is sadly comparatively quite slow. I love it in AXCZs, I'm not sure I'd take one to TitanSpace. In short, both ships can be adapted to somewhat work, but hard to recommend them over the three in here.
Why are the guardian torpedoes not destroyed near Titan, but the cannons (plasma, gauss, ... ) are destroyed ? P.S. And please excuse me but I forgot why you're not considering building on the big Cutter ship.
I've never done any thargoid fighting/hunting or whatever because it seems pointless to completely rework and reengineer totally different ships for that when it feels like it's just a overcomplicated side-quest unless I'm missing something. Is there really any payoff for all that effort? Especially now with the war ending?
@baconoverlord7982 It’s challenging. Pirate hunting doesn’t really challenge you - anyone can do it with little or no practice. AX you need to learn. You need to push yourself. You need to get better as a pilot. The ship won’t carry you, your weapons won’t carry you. Succeeding at that is exhilarating. It feeds a real sense of accomplishment, like nothing else in the game. Is it overly complicated? Well, if your gameplay idea is “I click button and baddies go boom”, then yes it is. But if you like a challenge, then that complexity is your friend.
@@Astyrrean Well, here's the problem. They don't tell you how to do it. Granted, I'm not talking about hand-holding like a tutorial. But, there is no mission, no tie-in, no ramp from pirate fighting to AX. It's just this other "thing" that people do with zero explanation or information on how to do it unless you want to go searching through the internet for an hour trying to figure out the very basic things like what you need to even "open" it. To the average player it felt like that was something going on that you just didn't get invited to nor was it ever something the game felt tied to.
@ You find it frustrating. I find it beautiful. A lot of gamers in Elite, and especially those who like me played the originals, grew up in a gaming era where there was no such thing as a quest marker (try Morrowind! - masterpiece of a game), and part of the beauty was figuring it out for yourself. Many newer gaming generations are instead used to the in-game step-by-step tutorial on how to solo the end boss. I personally don’t find the latter enticing at all. And fully appreciate it’s not just a generational divide, it’s very much a matter of personal preference. What can I say, I love it :). As for tie-ins, there’s a whole Galaxy Map overlay about the Thargoid War, complete with icons for rescue megaships where you can go and buy AX gear. And there’s missions every week at invasion sites … what more tie-in do you want? :)
Well having tried one of the Krait mk2 ax builds I have decided that I really don’t like ax combat. It’s not fun and is stupidly difficult, in fact it’s my least favourite thing about EDO. I have tried several times with different ships and it just sucks. I’m not a wonderful pilot, but I’m not totally crap either however ax stuff you can keep I suck at it.
It is very different and has a much bigger curve than I was ready for at first also. That was when the war started though, I am excited to give it a try again.
Thank you for the whole explanation of these builds, I learned a lot. Thumbs up!
I built a (slightly modified) version of the Mamba.
Worked straight out the gate, did the job nicely!
Thanks for the advice and inspiration o7
Great info - thank you so much for all your testing!
Great info. Been enjoying your streams also. Kinda adapted my FDL, it works too for titan runs
Thanks for the research into making the best build!
Thank you so much for this!
Good work chum, Im finally doing Krait mk2 & cutter cold builds, this will be useful, thanks
The most dedicated can use engineered Advanced Missile Racks with synthesized guardian ammo. They can be installed to small hardpoints (it opens up many ship options), and do not count towards AX weapons limit. And they do more damage than Sirius AX missiles, I think :o)
Unfortunately the ammo synth is bugged and doesn't work half of the time ... also these do not restock on death ... so you need REAL dedication!
@@AstyrreanBugged? Hmm, I did 4-5 attempts and they worked great. But yeah I'm not THAT dedicated to throw all my mat supplies to that, so I switched to just Sirius missiles :)
Good thing I went mat farming in the week before U18, I can straight up buy a bunch of Sirius AX missile racks, fun fun fun :D
I had one of those "there's the broblem" moments. No wonder the power plant didn't have enough juice. That shield generator is just too much for that.
It’s no accident that we picked regular (“blue”) A-class shields, enhanced low-power G5 / low draw :).
@@Astyrrean I'm using a Krait. I was thinking of using AXMC:s as weapons so i could fight off any scouts i might encounter. But without shields i think i'm going to go with missiles and concentrate on that Titan. And i happen to be at rescue megaship.
by the way, galnet on youtube stated, that "normal" weapons do damage to the core - nope, i tried normal frags for max DPS and didn`t make a scratch into the core (pacifiers with incendiary rounds)
Explosive/Kinetic/Thermal does no damage. AX does damage. The best weapons to hit the core are "Sirius" Pre-Engineered Anti-Xeno Missile Racks.
@eanas expected, but as the DPS of frags would have been amazing, i thought it worth a try ... most big mistakes in the world are based on plausible but false asumptions .. and yes, afterwards i stocked up on more sirius missiles as well .
The Clipper is also really good for this. I have biweave on it, so it gets it shield back very fast. It generates heat though, so I usually drop the engines while recharging.
The guardian torpedos still deal damage to the core, right? The AX missiles just has more dps, I guess.
Edit: no, no effect.
Guardian torpedoes deal no damage to the core, only AX weapons do. AX missiles do more damage to the core in compared to AXMC
How would you go about setting up the Fire Groups for the V2.0B?
Check out the new Krait video - Firegroups are explained in addition to builds slightly updated: ua-cam.com/video/77quDX8QkSg/v-deo.htmlsi=qktv2QahgQ0MkjGK
a ccop build doesn't really need the torpedoes every time; you can let othe players do the topside work and "park" a pure missile boat in the creases right next to the core, waiting for it to come out, i tried with a cold mk2 and thargos (mostly) didn`t bother me, i just got ganked by players in the end ;-)
The absolute reason I do not ever play open. People suck. Of course, I like exploring best, not combat.
Great job passing us your knowledge, it will make our lives a lot easier, thank you for that. I'm just curious about one thing... why do you use a turret pulse regen instead of a beam?
My guess is so you can 'set it and forget it' for a bit while you do other things in other fire groups?
Concordant Sequence is an on/off effect. It does not matter if what taps you is a huge fixed beam, or a humble turreted pulse. With the Long Range experimental, all have the max range as well (6km.) Since the distributor draw and thermal load of pulse turrets is the lowest, and since their tracking arc is the widest, the turreted pulse makes for the ideal weapon to apply the Concordant Sequence effect - as they won't drain your WEP distro and they won't meaningfully heat you up while using it.
In these updated builds, I noticed you've left them on the lightweight alloy hull vs. the military. Is the extra speed worth it vs the extra hull int? I have an already upgraded reinforced, but don't really want to spend the mats to upgrade the light if it's not going to make much difference. Thanks!
I think it’s fine to leave it at reinforced. Extra speed is nice but so long as you boost past 530 laden (speed of basilisks interdicting you) life will be great.
Might be a slight discrepancy but the Firegroups in the video description, specifically for the bomber build Krait II, seemingly call for two separate Heatsink modules, but the linked EDSY build only calls for one?
Yes I think I voiced it over in the video - for a solo bomber, go for two heatsink / one caustic sink. If you choose to drop the medium Sirius AXMR for a medium gimballed TV beam, you can switch to one heatsink / two caustic sinks.
Thank you Commander for the video. I have a question coming from a rookie Commander. The load states only 1 Heat sink but your FG shows 2 for the Krait Mk2 v2.0b.
1 sink if you use a TV beam, 2 sinks if you don’t. If you’re solo you’re usually better off NOT using a Tv beam. Some old confusion that has been cleared up in the latest video - watch Bug Smashers Episode #2
@@Astyrrean perfect thank you. I actually seen the mention of hte new video in comments and will head there
Nice builds cmdr i modded my cold krait mk2 that i used before for maelstrom diving and just completed my first pass at Leigong and got out with 99%hull and just a few % of module damage and only left cause I ran out of nanite torpedos. Only thing i changed was adding in a thermal vent beam and was running 3x large sirius missle racks.
How much should we be doing per run as a solo in your estimate if you dont mind me asking? I was getting around half a mil in damage per heat cycle and managed to get 1.2mil one really good pass. Was up to 8.5mil in bonds before running out of torpedoes and having to leave.
My best on a solo run with 3L1M Sirius MRs was 40% core damage, worth about 2Mcr at Very High Titan DR. I’ll post that video when I get a chance.
Nice looking forward to seeing it, overall was easier then I expected it to be but watched your vids and some from the burr pit so didnt go in blind. The TV beam seemed to be really key to keeping aggro off me though this one interceptor kept trying to chase me around unsuccessfully. I use a ds4 controller with my PC since I was originally on ps4 and boosted around it while holding up on my verticals and was able to get into a nice rhythm. o7
Sorry if I missed the obvious somewhere but how did you get the Sirius 3C AX missile rack DPS up to 48.5 (according to your edsy bomber link)? I got mine from the tech broker on Spirit of Laelaps in Luyten's Star but I only get 21.7.
Did you buy the regular (non-pre-engineered) ones from the outfitting market? The Sirius version is a tech broker purchase, not from outfitting.
@@Astyrrean Hi, yes. I unlocked it at the tech broker who then told me it would be availble in the outfitting screen to install. I went there and installed it. I am looking at it right now in the outfitting screen for my installed modules - "3C AX Missile Rack(Pre-engineered)" with a dps score of 21.7/s. I can send you a pic if you like and if you tell me where to send it.
@@olmynuwen I see what you mean. The in-game screen calculates DPS in a super wonky way (it takes 100% of explosive damage and 10% of AX damage and sums them together.) EDSY, more correctly, shows 100% damage for both. That’s the only source of the discrepancy you are seeing. You’re good.
@@Astyrrean That's a relief - I was worried it was nerfed. Thanks so much for taking the time to look into it. Peachy build btw - beats my tanky 'conda.
Post the Fire Group config for the builds please
For the Krait Bomber -
FG1A: Nanite Torp plus heatsink; FG1B: Repair Limpet
FG2A: All AX MRs; FG2B: Repair Limpet
FG3A: Caustic sinks (both); FG3B: TPN (you can also unmap this and use just the hotkey if you prefer) - if you do that, put repair limpets here as well
For the Krait Fighter -
FG1A: Nanite Torp; FG1B: TV beam
FG2A: All AX MCs; FG2B: TV beam plus xeno scanner
FG3A: Repair limpet; FG3B: TV Beam plus xeno scanner
FG4A: Caustic Sinks (both); FG4B: TPN (you can also unmap this and use just the hotkey if you prefer) - if you do that, put tv beam here as well
For the Mamba Wing Bomber-
FG1A: Concondarnt Pulse; FG1B: TV Beam
FG2A: Nanite Torp; FG2B: TV Beam
FG3A: All AX MRs; FG2B: TV Beam
FG4A: Caustic sinks (both); FG4B: TPN (you can also unmap this and use just the hotkey if you prefer) - if you do that, put tv beam here as well
Cool vid!!! Any recommendation though for big ships? Are they not viable because of the speed only, or are there other reasons?
I imagine wings with 1 or 2 "bombers" for the vents, and 2 or even 3 big ships that sit on the pylon waiting, to deploy ALL THE DAMAGE!!! Also plenty of space for limpets, repair and decon, I wanna try it with my Vette I love her!
Content right now is really easy ... pretty much anything goes. Be careful though with slower (larger) ships - as they make for big targets, can get overwhelmed quickly, and can't hide as easily in the Titan's safe spots. But if you want to bring a vette with Sirius AXMRs, sure, why not ...
Thoughts about a chieftan/challenger?
The chief could do OK I guess, with a medium torp on the bottom nose hardpoint, two large Sirius AXMRs, and three small TV beams I guess? At that point though, it's kind of just of a worse version of the mamba I feel.
The Chally is sadly comparatively quite slow. I love it in AXCZs, I'm not sure I'd take one to TitanSpace.
In short, both ships can be adapted to somewhat work, but hard to recommend them over the three in here.
Why are the guardian torpedoes not destroyed near Titan, but the cannons (plasma, gauss, ... ) are destroyed ?
P.S. And please excuse me but I forgot why you're not considering building on the big Cutter ship.
If you check the torps you can see they built-in anti-AGF resistance! :)
Why not sirius Heatsink? I found that to be a pretty useful thing.
All three builds use a Sirius heatsink. It is indeed excellent!
I've never done any thargoid fighting/hunting or whatever because it seems pointless to completely rework and reengineer totally different ships for that when it feels like it's just a overcomplicated side-quest unless I'm missing something. Is there really any payoff for all that effort? Especially now with the war ending?
Well, personally I feel it’s the most entertaining activity in the game :)
@@Astyrrean Entertaining how though? How is it any different than pirate hunting except it's far more involved and overly complicated?
@baconoverlord7982 It’s challenging. Pirate hunting doesn’t really challenge you - anyone can do it with little or no practice. AX you need to learn. You need to push yourself. You need to get better as a pilot. The ship won’t carry you, your weapons won’t carry you. Succeeding at that is exhilarating. It feeds a real sense of accomplishment, like nothing else in the game. Is it overly complicated? Well, if your gameplay idea is “I click button and baddies go boom”, then yes it is. But if you like a challenge, then that complexity is your friend.
@@Astyrrean Well, here's the problem. They don't tell you how to do it. Granted, I'm not talking about hand-holding like a tutorial. But, there is no mission, no tie-in, no ramp from pirate fighting to AX. It's just this other "thing" that people do with zero explanation or information on how to do it unless you want to go searching through the internet for an hour trying to figure out the very basic things like what you need to even "open" it. To the average player it felt like that was something going on that you just didn't get invited to nor was it ever something the game felt tied to.
@ You find it frustrating. I find it beautiful. A lot of gamers in Elite, and especially those who like me played the originals, grew up in a gaming era where there was no such thing as a quest marker (try Morrowind! - masterpiece of a game), and part of the beauty was figuring it out for yourself.
Many newer gaming generations are instead used to the in-game step-by-step tutorial on how to solo the end boss. I personally don’t find the latter enticing at all. And fully appreciate it’s not just a generational divide, it’s very much a matter of personal preference.
What can I say, I love it :).
As for tie-ins, there’s a whole Galaxy Map overlay about the Thargoid War, complete with icons for rescue megaships where you can go and buy AX gear. And there’s missions every week at invasion sites … what more tie-in do you want? :)
Corvette build for me is way comfier.
Well having tried one of the Krait mk2 ax builds I have decided that I really don’t like ax combat. It’s not fun and is stupidly difficult, in fact it’s my least favourite thing about EDO. I have tried several times with different ships and it just sucks. I’m not a wonderful pilot, but I’m not totally crap either however ax stuff you can keep I suck at it.
It is very different and has a much bigger curve than I was ready for at first also. That was when the war started though, I am excited to give it a try again.