No Chance to Escape????

I’ve been pulled out of hyper jump three times in a row and it seems like it’s pointless to even try to escape. I already read there’s no point in trying to fight the Cyclops that can pull you from a jump, so the least they could do is let us run away. But NO, the stupid thargoid never misses, can match your speed (unless i’m in my FDL), and it’s just bleeding all my cash every time I have to rebuy my ship. It is getting extremely frustrating because games that have unfair/impossible mechanics just p*ss off the player. I’m seriously about to rage quit the game forever over this crap. IT IS NOT FUN IN ANY REGARD WHEN YOU HAVE ZERO CHANCE!
 
You should consider one of these alternatives:
  • no going to places where a Thargoid Interceptor pulls you out of witchspace, if you snd your ship are not ready and prepared for it.
  • trying to fly a different spaceship, or visiting engineers who pimp up your engines, you should reach at least a boost speed of 500, or better 550

My Maelstrom Mamba scratches at the 600 boost speed and hardly ever receives even one single shot by a cyclops, if I run:
Amamba Rox
 
The Thargoids are the toughest PvE opponent we have - some call them endgame content. You must know how to deal with them or you will fail.

For fighting them, I am the wrong person to ask. As for evading, there are strategies. One is to avoid the war systems of course - don't go to the kitchen if you can't stand the heat. If you get pulled, be it a hyperdiction or an interdiction, the key feature is speed. The interceptors all can go 450 m/s, except the Basilisk, who does 530. So in an ideal world, you ship should be faster than this.

The intereptors need a moment to line up their attack. This gives you crucial seconds to mount your escape. For reference, I run evac missions in a 470 479 m/s Python (it permaboosts with three pips, so I usually fly it 3-3-0) and I have yet to lose one to the murder flowers. When I get pulled, as soon as I gain control I go FA off and boost, boost, boost. Usually, after three or four boosts I am beyond 5 km. If you fail to gain distance, turn and boost past them, interceptors turn pretty slowly. Don't go in a straght line having the Thargoid right behind you, or each of their shots will hit you. Instead, try to keep them at a slight angle. If your ship is fast enough and you keep a cool head, you can evade 100% of the time.

Also, don't fly a paper plane where the Thargoids are. A good shield helps to escape, but also remember armor. For Thargoids, resistance do not matter, raw shields and armor is the key. Having good module protection in case your shields fail is also a good idea.

Really, a Thargoid-proof is not much different than a gank proof ship, and the evasion tactics are pretty much the same. Speed, decent protection and a cool head are key, and you probably need at least some engineering on your thrusters and power distributor.
 
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For reference, I run evac missions in a 470 m/s Python (it permaboosts with three pips, so I usually fly it 3-3-0). When I get pulled, as soon as I gain control I go FA off and boost, boost, boost. Usually, after three or four boosts I am beyond 5 km. If you fail to gain distance, turn and boost past them, interceptors turn pretty slowly.
this is spot on. the fastest interceptors need some time to get to maximum speed, and they turn slowly. boosting towards them once they have maximum speed will get you out of masslock in one or two passes.
as for ships speed - a G3 farseer engineered aspE or t6 can outrun any interceptors. both very good for evac.
 
For reference, this is my evac Python. Yes, it has a lot of engineering. Most of it is for safety. I could go with much less hull, because I have not lost my shields in a Thargoid hyper- or interdiction, ever. Most interceptors never even get a single shot at me. Scouts are a bit different, as they fire IMMEDIATELY, but they are slow - 250 m/s, if I remember correctly.
 
You should consider one of these alternatives:
  • no going to places where a Thargoid Interceptor pulls you out of witchspace, if you snd your ship are not ready and prepared for it.
  • trying to fly a different spaceship, or visiting engineers who pimp up your engines, you should reach at least a boost speed of 500, or better 550

My Maelstrom Mamba scratches at the 600 boost speed and hardly ever receives even one single shot by a cyclops, if I run:
Amamba Rox
yeah i’ve been in a fed gunship that maxes out at 350, so no surprise. it’s annoying that we have to spend all this time to dock elsewhere, import faster ship just to get into thargoid territory then xfer ship to new station. i guess i shouldn’t be too scandalized by the thought of ED being a total time suck. it’s got to be the most grindy game ever created! still fun but dang it eats time like a fat boy eats candy bars.
 
The Thargoids are the toughest PvE opponent we have - some call them endgame content. You must know how to deal with them or you will fail.

For fighting them, I am the wrong person to ask. As for evading, there are strategies. One is to avoid the war systems of course - don't go to the kitchen if you can't stand the heat. If you get pulled, be it a hyperdiction or an interdiction, the key feature is speed. The interceptors all can go 450 m/s, except the Basilisk, who does 530. So in an ideal world, you ship should be faster than this.

The intereptors need a moment to line up their attack. This gives you crucial seconds to mount your escape. For reference, I run evac missions in a 470 479 m/s Python (it permaboosts with three pips, so I usually fly it 3-3-0) and I have yet to lose one to the murder flowers. When I get pulled, as soon as I gain control I go FA off and boost, boost, boost. Usually, after three or four boosts I am beyond 5 km. If you fail to gain distance, turn and boost past them, interceptors turn pretty slowly. Don't go in a straght line having the Thargoid right behind you, or each of their shots will hit you. Instead, try to keep them at a slight angle. If your ship is fast enough and you keep a cool head, you can evade 100% of the time.

Also, don't fly a paper plane where the Thargoids are. A good shield helps to escape, but also remember armor. For Thargoids, resistance do not matter, raw shields and armor is the key. Having good module protection in case your shields fail is also a good idea.

Really, a Thargoid-proof is not much different than a gank proof ship, and the evasion tactics are pretty much the same. Speed, decent protection and a cool head are key, and you probably need at least some engineering on your thrusters and power distributor.
thanks! i just started getting into the ax fight. i actually don’t wish to avoid them at all, but it certainly has been a learning curve figuring out how to operate in this area of the game. right now i’m experimenting w a no-shield, tanky gunship, SLF (Lance), and as many guardian weps I can attach. Power draw and heat are not insignificant! But after the guardian grind i just endured, i’m eager to get some satisfaction on these bugs.
 
The Thargoids are the toughest PvE opponent we have - some call them endgame content. You must know how to deal with them or you will fail.

For fighting them, I am the wrong person to ask. As for evading, there are strategies. One is to avoid the war systems of course - don't go to the kitchen if you can't stand the heat. If you get pulled, be it a hyperdiction or an interdiction, the key feature is speed. The interceptors all can go 450 m/s, except the Basilisk, who does 530. So in an ideal world, you ship should be faster than this.

The intereptors need a moment to line up their attack. This gives you crucial seconds to mount your escape. For reference, I run evac missions in a 470 479 m/s Python (it permaboosts with three pips, so I usually fly it 3-3-0) and I have yet to lose one to the murder flowers. When I get pulled, as soon as I gain control I go FA off and boost, boost, boost. Usually, after three or four boosts I am beyond 5 km. If you fail to gain distance, turn and boost past them, interceptors turn pretty slowly. Don't go in a straght line having the Thargoid right behind you, or each of their shots will hit you. Instead, try to keep them at a slight angle. If your ship is fast enough and you keep a cool head, you can evade 100% of the time.

Also, don't fly a paper plane where the Thargoids are. A good shield helps to escape, but also remember armor. For Thargoids, resistance do not matter, raw shields and armor is the key. Having good module protection in case your shields fail is also a good idea.

Really, a Thargoid-proof is not much different than a gank proof ship, and the evasion tactics are pretty much the same. Speed, decent protection and a cool head are key, and you probably need at least some engineering on your thrusters and power distributor.
I just tried your advice for escaping. It worked!! Even in my slow gunship. Thanks a million!
 
I do evacuations in a 507/642 speed Orca lightweight armour and minimal shields about the only time I get a little bit of damage is when a group of 4 including scouts pulls me, repeated boosts soon gets me out of range.
My scout hunting ship is a Challenger that can run very cold it’s speed is 320/495 so running wouldn’t always work but it can run at 20% heat (14% idle) which helps, of course the 3 thermal vent beam turrets can get it down to 0% when I am actually fighting.
I don’t attack interceptors by choice.

Thargoids are like the rest of the game if you don’t know what you are doing and what you need to do it it seems impossible.
 
As said unless you fly a paper ship, most A rated Thruster & Distributor you should be able escape all interceptors (albeit Basilisks a little harder) by basically do the following upon being pulled:

  • Go FA off & boost away from their position (check radar & target for distance)
  • Pop a heatsink
  • Keep boosting & if necessary another heatsink
  • Engage as soon FSD cooled, continue boost away if necessary

Even in the lazy T10 you can get away most of the time with no or little damage..

good luck & o7,
 
I’ve been pulled out of hyper jump three times in a row and it seems like it’s pointless to even try to escape. I already read there’s no point in trying to fight the Cyclops that can pull you from a jump, so the least they could do is let us run away. But NO, the stupid thargoid never misses, can match your speed (unless i’m in my FDL), and it’s just bleeding all my cash every time I have to rebuy my ship. It is getting extremely frustrating because games that have unfair/impossible mechanics just p*ss off the player. I’m seriously about to rage quit the game forever over this crap. IT IS NOT FUN IN ANY REGARD WHEN YOU HAVE ZERO CHANCE!
For those of us playing in solo this was a welcome addition, it adds some extra npc danger.
Ive forgotten all about the little pests sometimes whilst jumping across the bubble and been mugged a few times.
As others have said, watch the systems you are flying near, take a different route.
Even in a slow ship its possible to get away by dropping a heatsink, boost as much as you can and hit Jump, keep boosting and you may make it.

i have changed my bubble runner ships now and use my clipper, cutter and even mk3 (500+ boost) for running tasks when im back in civilisation.
You do have a chance, ive only lost one ship, Once and that was because i was stupid.

O7
 
I’ve been pulled out of hyper jump three times in a row and it seems like it’s pointless to even try to escape. I already read there’s no point in trying to fight the Cyclops that can pull you from a jump, so the least they could do is let us run away. But NO, the stupid thargoid never misses, can match your speed (unless i’m in my FDL), and it’s just bleeding all my cash every time I have to rebuy my ship. It is getting extremely frustrating because games that have unfair/impossible mechanics just p*ss off the player. I’m seriously about to rage quit the game forever over this crap. IT IS NOT FUN IN ANY REGARD WHEN YOU HAVE ZERO CHANCE!
there is always Legacy... :)
 
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