Try Mitra Hub, the surface station - already there.On way there now! Lets do it!
Try Mitra Hub, the surface station - already there.On way there now! Lets do it!
I had a fun evening at Mitra Station in Open last night, with a very nice commander who let me finish off their Basilisk! If you are reading this, thanks. I'm still a relative newbie and I haven't figured out the intricacies of the comms panel yet, I wasn't ignoring you, I just didn't know how to reply!I've spent the week in Vukurbeh; it would be nice to see that freed. I didn't think it would get this close.
This very much depends on how much engineering you want to do. Some of the early engineers can be unlocked very quickly - especially with assistance from friends - and low-level upgrades can be obtained relatively cheaply but still add a substantial amount of performance.I haven't unlocked the engineers and it sounds as though that's quite a time consuming business
I had a fun evening at Mitra Station in Open last night, with a very nice commander who let me finish off their Basilisk! If you are reading this, thanks. I'm still a relative newbie and I haven't figured out the intricacies of the comms panel yet, I wasn't ignoring you, I just didn't know how to reply!
I'm wondering how best to invest the massive amounts of credits I am making from this war. I didn't think fighting thargs would be my thing but I'm getting really into it, largely thanks to this thread Aleks, and the support from other CMDRs!
I've a Viper Mk4 with a couple of AX multi cannons and a stack of hull / module re-enforcements. Great for scouts but what do I need to take on the flowers? it feels the hardware I need is inaccessible as I haven't unlocked the engineers and it sounds as though that's quite a time consuming business (time is something I don't have much of) - and obvs would need a bigger ship.. any ideas?
This very much depends on how much engineering you want to do. Some of the early engineers can be unlocked very quickly - especially with assistance from friends - and low-level upgrades can be obtained relatively cheaply but still add a substantial amount of performance.
Fully upgrading every module on a ship to maximum can be a very long process, especially the first time around.
For example: Grade 1 upgrades to all your hull reinforcements and base armour will get you 25% extra hull, which is a nice survivability boost. To get that you need to unlock Liz Ryder (probably about an hour's effort, less with assistance) and spend a few basic materials which you can pick up far more than you'll need for one ship in 10-15 minutes of SRV exploration. An hour or two out to get 25% more survivability might be worthwhile.
To get those hull upgrades to Grade 5, you need to either travel to Colonia for Petra Olmanova or unlock Selene Jean in the bubble, both of which will require unlocking Tod McQuinn first. That's going to take you several hours one way or another for the unlocks (again, reduced if you have some assistance, but it's still going to be a while), and then you'll need to collect a much larger number of higher grade materials which will also take several hours if starting from no reserves. After all this you'd only have 75% extra armour compared with stock modules - not that much higher than the boost G1 gets you, but much more effort to get there.
So what I'd say is: it's probably worth, even if you're relatively short on time, unlocking the five basic engineers (Farseer, Ryder, McQuinn, Dweller and Martuuk) as and when you feel like a break from Thargoid combat itself. They're all doable in about an hour (many quicker with assistance) and between them they give you access to at least Grade 1 modifications for pretty much all your important modules.
When doing missions as part of the Thargoid War, if you always take the materials reward option, you'll get a mix of materials which can then be traded at a material trader to do plenty of Grade 1 upgrades. You won't get raw materials this way, but a session of SRV exploration or some relaxing laser mining can get you enough of those.
Then, as materials allow, do Grade 1 upgrades to your modules. They're cheap, they're pretty quick, and you'll get something like a 25-33% performance boost from each one. You can "pin" one blueprint per engineer to be able to apply it from almost any station, so you won't always even need to travel to them to do this ... or alternatively, if you're fighting at Hadad one week, that's when you take a side trip to Farseer for her upgrades. Don't be in any hurry, just think about where there's an opportunity to do it without going too far from what you're doing anyway.
Higher grade upgrades ... well, you may find that the mission rewards are leaving you with the materials you need for some of those too, in which case go for it as and when you get them. If you go for them as a specific objective, that's when they take ages. But a good bunch of G1s is going to give you a good performance boost for minimal time investment.
The comms panel is indeed a bit of a mess! It does not help that the Conflict Zone selection gets in the way, nor that the system AX forces clutter the Local chat (a known and oft-reported problem already), and I hesitate to be too specific because the right-most configuration tab has options which affect the left-most chat tab. Your main goal for now is to establish switching between Local and System. At present I do this by switching page within the chat tab, though there are also text triggers for this, such as /L for Local.
You are most welcome! Your example is also exactly what we need—Commanders joining the battle with at least the ability to keep a conflict zone Scout-free.
You have a very comprehensive engineering overview above, so I will skip to the starship! Keeping in mind that AX hardware is in flux at the moment, a good starting-point is the hull-only Alliance Chieftain on the Anti-Xeno Initiative builds page, but switch one Heat sink for a Shutdown field neutraliser. It is very strong and it lets you commit some very silly errors without exploding; I have yet even to lose its canopy, much less the starship. The purpose is to use the agility to circle around the Interceptor while staying cold enough to prevent it from targeting you.
A critical design feature here, transferable to any other design (even for supply or evacuation!), is to use two small and one large Module reinforcement. This is because you get the compounded protection chance, but the largest module takes all of that damage first, so you have the full protection as long as you can get a safe moment to keep that class 5 module repaired. Mind that any Military module slots come last in that damage order; those should contain Hull reinforcement.
Speaking of hull, most medium AX designs should use normal engineered HRPs (with Heavy Duty). Special HRPs with caustic resistance are tempting, but the lack of engineering makes them not worth the switch in most cases, that Chieftain build falling only just short of the threshold. You would need to reach something like 3500–4000 hull before it becomes a good idea to change one small engineered HRP for a GHRP.
Regarding weapons:
Use the Trailing sights option if you equip Shards or Plasmas; this will allow you to pinpoint a petal in motion without needing to target it as a subsystem, which would require a Xeno scanner.
- Non-Guardian weapons, referring to the EAX Multi-cannons and Missiles, do not fare very well at the moment against larger Interceptors except the special Orthrus. Multi-cannons can help with Cyclops petals.
- The normal Guardian Gauss is great against all normal Interceptors because its high Piercing helps it to retain damage against tougher Hardness. Its biggest weakness is the low ammunition maximum.
- The Enhanced Guardian Shard is great against petals. Its weaknesses are high Heat and long Reload, both of which make for poor Heat sink timing; it is better if others anger the petal then a Shard pilot boosts in and destroys it.
- The Enhanced Guardian Plasma has high damage and ammunition and relatively little heat, and is also versatile enough to keep Scouts cleared out quite well, though is a bit mediocre against petals due to low Breach damage. Its main direct weakness is its Distributor draw, and be aware that its strikes can obscure vision for others. Against a Cyclops, also be aware that its high damage can trigger a lot of emergency shields—I use a fire group with two primary and two secondary for this purpose, to anger the petal without dealing too much hull damage. Conversely, astute Commanders can execute the Cyclops early if struck just after a petal is destroyed, or perhaps during Lightning.
I think there probably will be some squadrons who'd be willing to help people get set up with early engineers - bringing trade goods to the right place for you while you do another bit of the unlock or gather materials, or going laser-mining with you to double the number of raw material fragments you can get, for example - but equally you might find someone you meet on the battlefield is wanting a break at the same sort of time.is that joining a squadron?
I seen you there ! Couldn't miss that nameHeaded to Mitra Hub, blasted game crashed... rebooting...
ONCE MORE INTO THE BREACH...
Oddly enough, I haven't run into that problem there. It's happened to me pretty much everywhere else, but not there.I seen you there ! Couldn't miss that name
A real problem with invisible interceptors and stuck bars in the Vukurbeh system, the strange thing is that I only find it happens when its populated ?
It says now "Recovery Complete, all ports active in 6d" (Vukurbeh)
From the live stream today, sounds like Aleks' job is about to get easier.
It's a weird one. He didn't specifically say if it was all system states or, assuming it is, that it equally applies to all system states. He appeared to be talking about Controlled systems more than anything else but I'd have to watch it again.Sounds like you might have to start including each system's distance from the maelstrom so people have a rough idea of the difficulty involved.