It's a decent starting point, but inn order to be somewhat useful against anything larger than a Thargoid Scout I have had to do some engineering and customization to make it effective, it's misleading to the new players, it DEFINATELY needs engineered beam lasers with long range thermal venting for cold orbit technique against Thargoid Interceptors and some module and hull reinforcements. For what you get it should cost half the price as I've still had to invest my own time to make it right which kind of defeats the purpose of a "pre - built" ship , If I've got to build on to it and have prior knowledge of what to do to make it more effective then It really isn't Pre built and helpful to a new player as they would need to already have enough experience to know what's not right with the ship and how to make it effective against Thargoids larger than scouts.
Looks like a ship that is capable to take out a Basilisk thargoid (the 3rd highest interceptor, for those not in the know) alone, in capable hands. Pretty good. Probably ok for getting some shots on a Titan as well. Needs some engineering to be good in either. But, this should be somewhat a beast on RES and lowCZ.
My favourite comment about the Anti-Xeno Jumpstart kit is from the AXI's Cmdr Mechan, who commented that this was a pay-to-lose ship. In terms of the different Anti-Xeno combat game loops, it's a mishmash, it does nothing well. It runs far too hot to be viable in a maelstrom, and splitting firepower between gauss and multi-cannon rather than concentrating on one or the other, means that it doesn't have enough firepower for the game loops that those weapons excel in. Engineering the Thrusters but not the Beam laser is completely nonsensical. The Chief is manoeuvrable enough that it can get away without dirty/drag drives until they can be engineered, but with only a few heatsinks, you are going to be constantly synthesising more during a Maelstrom dive without Long Range/Thermal Vent on that laser. The only saving grace is that if you don't modify it, you have a zero cost rebuy, which means that you can happily die over and over again without worrying about loosing too much money.
They drop from thargoid revenants. Can farm them at spires or abandoned human settlements in thargoid controlled space. Look for a system on galmap that has an 'x' over it, these with have abandoned settlements you can farm revs at.
People have wanted this for years, but FD have failed to deliver again. If you buy a ship for cash then it needs to be very good out of the box, people are going to be disappointed.
It's a combat build and if you get blown up there's no rebuy cost so you can get lots of practice in with it, that will do me.
It's a decent starting point, but inn order to be somewhat useful against anything larger than a Thargoid Scout I have had to do some engineering and customization to make it effective, it's misleading to the new players, it DEFINATELY needs engineered beam lasers with long range thermal venting for cold orbit technique against Thargoid Interceptors and some module and hull reinforcements. For what you get it should cost half the price as I've still had to invest my own time to make it right which kind of defeats the purpose of a "pre - built" ship , If I've got to build on to it and have prior knowledge of what to do to make it more effective then It really isn't Pre built and helpful to a new player as they would need to already have enough experience to know what's not right with the ship and how to make it effective against Thargoids larger than scouts.
Looks like a ship that is capable to take out a Basilisk thargoid (the 3rd highest interceptor, for those not in the know) alone, in capable hands. Pretty good. Probably ok for getting some shots on a Titan as well. Needs some engineering to be good in either.
But, this should be somewhat a beast on RES and lowCZ.
Yeah do a vid on how you would make it better 👍😄
I might
My favourite comment about the Anti-Xeno Jumpstart kit is from the AXI's Cmdr Mechan, who commented that this was a pay-to-lose ship.
In terms of the different Anti-Xeno combat game loops, it's a mishmash, it does nothing well. It runs far too hot to be viable in a maelstrom, and splitting firepower between gauss and multi-cannon rather than concentrating on one or the other, means that it doesn't have enough firepower for the game loops that those weapons excel in. Engineering the Thrusters but not the Beam laser is completely nonsensical. The Chief is manoeuvrable enough that it can get away without dirty/drag drives until they can be engineered, but with only a few heatsinks, you are going to be constantly synthesising more during a Maelstrom dive without Long Range/Thermal Vent on that laser.
The only saving grace is that if you don't modify it, you have a zero cost rebuy, which means that you can happily die over and over again without worrying about loosing too much money.
I guess all these prebuilds aren't intended for newer players. No docking computer or supercruise assist.
thanks
Can you take the modules it comes with and put them on other ships?
Still going to have to grind to engineering side of the game.
Oh yeah, this is just a starting point
I can confirm it’s shite
I still can not find or get these chips as i have loads af stuff that would need them to upgrade all the stuff i have already 😢
They drop from thargoid revenants. Can farm them at spires or abandoned human settlements in thargoid controlled space. Look for a system on galmap that has an 'x' over it, these with have abandoned settlements you can farm revs at.
I tried to respond but yt apparently deleted it....
Round 2, try farming revs at a spire or abandoned settlement in thargoid space.
"Another one" (dj Khaled) got deleted, I got a screenshot of that one as proof...
Being illegally censored while trying to help someone is wrong yt....
People have wanted this for years, but FD have failed to deliver again. If you buy a ship for cash then it needs to be very good out of the box, people are going to be disappointed.