Is anyone fighting in the Thargoid war, and how so?

I've seen recommendations not to fight because it's impossible anyway, but those are from a couple months ago. Still it seems impossible, as much impossible as it would be to try to defend my home with a stick (since that's all I have) as a single isolated guy against the Russian army once they decide to move beyond Ukraine and invade Germany, as they have announced they want to. I don't care about Berlin, but they proabably wouldn't stop there.

So is anyone fighting or what's going on? Is it even possible, and would it make any sense? As a mere commander, I've never been able to do anything that would make a difference, and I don't see how it would be any different now.
 
You alone can do mostly nothing. There are some cmdrs out there that can solo achieve some remarkable effort with the tissue sampling meta, yes. That needs special builds and skill. For a coordinated effort i suggest joining the Defence Counsel of Humanity discord.
 
The Thargoid advance was relentless until recently with humanity in fighting retreat. New tactics (the above mentioned sampling meta) have changed the balance though, and humanity is currently matching the Thargoids punch for punch and in some areas punching back harder. But all along this has required a pooled effort.

It's the difference between a nation made up of solitary guys with sticks being mown down one by one, and an organised nation with advanced armed forces and intelligence, and a defence industry, focusing its power prudently at points where the enemy can be overwhelmed.

Defence Council of Humanity and Anti Xeno Initiative discord servers are where this effort is principally being marshalled.
 
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So is anyone fighting or what's going on? Is it even possible, and would it make any sense? As a mere commander, I've never been able to do anything that would make a difference, and I don't see how it would be any different now.

Maybe you would benefit from:


and:



 
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asking in the odyssey discussion channel? is there anything we can do in Odyssey to fight them?
Some surface bases needing defence are on atmospheric worlds; scouts can be shot at with hand weapons (though not especially effectively) when they attack surface targets; in theory reactivation missions should speed up system recovery but it's not entirely clear if that's working properly.
 
I did a lot of evacuation missions. You can make about 20m CR per run because everyone is going to the same rescue ship, so that's good war profiteering. Then I built a modshard Anaconda that can insta-kill a Cyclops in 6 (well-timed) shots. That's pretty fun and it's exciting trying to avoid getting killed by other beefier Thargoids but doesn't make as much space cheddar.

I think it's a bit lame that we can't jump carriers into Alert systems and run missions transferring passengers onto them. Seems that would be the obvious thing to do.
 
Lots of ways to engage in the war. For the most part, it's true that you won't liberate a system all by yourself -- with one exception, and that is research sampling. Turns out the goids really hate getting a probe stuck up their arx, here it has been demonstrated to be entirely possible to quell an Alert all by yourself that way. But it requires a highly specialized build, and whether it will be fun for you, you will have to decide for yourself.
Personally I've tried it but I prefer regular combat, at least for the time being.

Shooting down Interceptors makes for very diverse experiences depending on your approach. You can do it with Guardian weapons or just using human tech. Ofc building a Guardian ship requires quite a bit of grinding, particularly if you want to use the Modshards. But the upside is that you are very effective against Ceptors and can exert and destroy a heart within just a few seconds (and one magazine).
Conversely, using human weapons removes all that grind, but the fight is more difficult imho. I've tried it and destroyed a couple of ceptors with MCs only, but it took pretty long, and I took a lot of damage and had to dock to repair pretty often. So having tried both, I'll definitely stick with the Modshards. 😄
 
Thank you all for the pointers. I don't do discord, so it doesn't matter when it's broken.

74 pages in the 'Next System' that don't tell me anything. Is there any particularly useful post in it?

I'll check out the Xeno-Initiave and DCoH.

I'm still busy with engineering and if fighting Thargoids requires even more engineering and/or other upgrades, I guess the war will be long over before the engineering is finished.
 
It's the difference between a nation made up of solitary guys with sticks being mown down one by one, and an organised nation with advanced armed forces and intelligence, and a defence industry, focusing its power prudently at points where the enemy can be overwhelmed.

That's what I'm saying. Can't we just form a couple fleets with like 500 ships each and invade our systems back? Something like that seems more reasonable than every commander trying to do something alone.
 
Lots of ways to engage in the war. For the most part, it's true that you won't liberate a system all by yourself -- with one exception, and that is research sampling. Turns out the goids really hate getting a probe stuck up their arx, here it has been demonstrated to be entirely possible to quell an Alert all by yourself that way. But it requires a highly specialized build, and whether it will be fun for you, you will have to decide for yourself.
Personally I've tried it but I prefer regular combat, at least for the time being.

What is research sampling? Somehow capture a Thargoid and shove probes into it?

Shooting down Interceptors makes for very diverse experiences depending on your approach. You can do it with Guardian weapons or just using human tech. Ofc building a Guardian ship requires quite a bit of grinding, particularly if you want to use the Modshards. But the upside is that you are very effective against Ceptors and can exert and destroy a heart within just a few seconds (and one magazine).
Conversely, using human weapons removes all that grind, but the fight is more difficult imho. I've tried it and destroyed a couple of ceptors with MCs only, but it took pretty long, and I took a lot of damage and had to dock to repair pretty often. So having tried both, I'll definitely stick with the Modshards. 😄
Well, there you go. Before I could get involved, the war will be long over because it requires long term grinding to get all the needed equipment. And I've been reading somewhere that the Thargoids have resorted to somehow corroding and shooting anything Guardian so that Guardian stuff doesn't work anymore. Maybe it's not true, I have no idea.
 
74 pages in the 'Next System' that don't tell me anything. Is there any particularly useful post in it?
The top part of the first post in the thread is kept updated with the current status, which gives the names and types of systems nearing completion. The ongoing recent posts at the other end highlight updates and discuss potential immediate targets. The bits in between are of historical interest only and you don't need to read them.

Here's a quick picture of how the states work (almost all of this information is in the galaxy map in-game, but you might find it clearer rearranged this way). We want the systems to be "Safe", the Thargoids want them to be "Control".
ThargoidStates.png


I'm still busy with engineering and if fighting Thargoids requires even more engineering and/or other upgrades, I guess the war will be long over before the engineering is finished.
For direct combat, Scouts can be fought in an unengineered ship with modules picked up from standard outfitting - especially if you're not the only person in the instance. Engineering helps, of course, but doesn't need to be total. The larger Interceptor-class Thargoids generally do need engineering and lots of it, but it's not essential to fight them to contribute: someone needs to keep the smaller stuff off the backs of the pilots who are fighting them!

For indirect routes to fight them, hauling and passenger missions are available which don't require combat at all in an Alert system, and only require running away (for which engineering may be needed to run away quickly enough!) in an Invasion system. If you're wanting no/low-engineering options to start with, then mission support to inhabited Alert systems is probably the easiest thing to start with. At time of writing, the Wolf 121 and HIP 20527 systems are the most progressed populated Alerts, which you can see in-game on the galaxy map, or out-of-game on the "Next System" post or the DCoH website. Some groups specialise in this sort of low-combat activity with minimal engineering requirements.

And I've been reading somewhere that the Thargoids have resorted to somehow corroding and shooting anything Guardian so that Guardian stuff doesn't work anymore.
This only applies in their eight "headquarters" Maelstrom systems (and one other Thargoid system not directly involved in the war), and people trying to hunt down their specialised Orthrus-class Interceptors elsewhere. The majority of fights the Guardian technology is still operating normally and I doubt that will change.

Can't we just form a couple fleets with like 500 ships each and invade our systems back? Something like that seems more reasonable than every commander trying to do something alone.
There's infrastructure in place to allow that sort of co-operation, but with so many different groups involved people have different objectives, so total cooperation on that scale isn't practical. Most systems generally - on an individual level - don't require that many players to recapture, so there's no need to focus effort that much. But there are well over 1000 players contributing to the 30-ish systems won each week, and relatively little effort is "wasted" in unwinnable fights as a proportion of the whole, so that's more or less what's already happening on a big-picture level.

What is research sampling? Somehow capture a Thargoid and shove probes into it?
Without the "capture" bit. Stand near a very angry Thargoid and probe it to wind it up further, then run away with the samples. That's definitely one of the "you probably want to be engineered for this bit" options ... though if the samples are then loaded onto a carrier, you won't need engineering to help unload them to the rescue ships at the other end.
 
I did a lot of evacuation missions. You can make about 20m CR per run because everyone is going to the same rescue ship, so that's good war profiteering. Then I built a modshard Anaconda that can insta-kill a Cyclops in 6 (well-timed) shots. That's pretty fun and it's exciting trying to avoid getting killed by other beefier Thargoids but doesn't make as much space cheddar.

I think it's a bit lame that we can't jump carriers into Alert systems and run missions transferring passengers onto them. Seems that would be the obvious thing to do.
So I can just grab my T9 or Beluga, stuff it with passenger cabins and have a good-enough chance to survive?

I have no idea what a modshard is or a Cyclops. It sounds like it would take many months of more grinding to build such an Anaconda.

I don't even know yet where I could find all the needed raw materials since they're all over the planets now and it takes ages to fly and to drive around trying to find any. The other day, after many hours I've found a couple other minerals instead of the one I was looking for, and at that rate, I'll run out of minerals soon. Sure it's more realistic not to find things all in one place, or a few places, but covering all that ground to eventually find a few bits is just taking way too long.
 
The top part of the first post in the thread is kept updated with the current status, which gives the names and types of systems nearing completion. The ongoing recent posts at the other end highlight updates and discuss potential immediate targets. The bits in between are of historical interest only and you don't need to read them.

Here's a quick picture of how the states work (almost all of this information is in the galaxy map in-game, but you might find it clearer rearranged this way). We want the systems to be "Safe", the Thargoids want them to be "Control".
ThargoidStates.png
So once a thread was resisted, the Thargoids may try again? And when they are reinforcing by 33% every week, that means they will have more than doubled their forces within 4 weeks, depending on how much they lost. I can't do math, but that seems like this war unwinable because the Thargoids multiply their forces at growth rates like the ones of bacteria. Has someone done the math on it, considering all the affected systems?

For direct combat, Scouts can be fought in an unengineered ship with modules picked up from standard outfitting - especially if you're not the only person in the instance.
I don't play in open. If I did, I'd get shot down too easily.

Engineering helps, of course, but doesn't need to be total. The larger Interceptor-class Thargoids generally do need engineering and lots of it, but it's not essential to fight them to contribute: someone needs to keep the smaller stuff off the backs of the pilots who are fighting them!

For indirect routes to fight them, hauling and passenger missions are available which don't require combat at all in an Alert system, and only require running away (for which engineering may be needed to run away quickly enough!) in an Invasion system.
I have a Beluga engineered for long range travel which is faster than an unengineered one. I have to check my T9 and T10, they probably only have an improved FSD for.

If you're wanting no/low-engineering options to start with, then mission support to inhabited Alert systems is probably the easiest thing to start with. At time of writing, the Wolf 121 and HIP 20527 systems are the most progressed populated Alerts, which you can see in-game on the galaxy map, or out-of-game on the "Next System" post or the DCoH website. Some groups specialise in this sort of low-combat activity with minimal engineering requirements.

That sounds like a good place for me to get started. I can just go to one of the relevant systems and see what I can do there :)

There's infrastructure in place to allow that sort of co-operation, but with so many different groups involved people have different objectives, so total cooperation on that scale isn't practical. Most systems generally - on an individual level - don't require that many players to recapture, so there's no need to focus effort that much. But there are well over 1000 players contributing to the 30-ish systems won each week, and relatively little effort is "wasted" in unwinnable fights as a proportion of the whole, so that's more or less what's already happening on a big-picture level.
So maybe the Thargoids might be slowed enough to find a way to drive them away, or to come to an arrangement with them ...
 
So once a thread was resisted, the Thargoids may try again?
Yes - though not necessarily immediately, and there are ways for any individual system to prevent that at least in theory. But key systems have been fought over 3 or 4 times already and are likely to be fought over several times more.

And when they are reinforcing by 33% every week, that means they will have more than doubled their forces within 4 weeks, depending on how much they lost.
They're capped at their original strength per-system, and it applies on a per-system basis not to their collective forces, so no, nowhere near that bad. It's just a way of making invasions and controls more efficient to beat in a single week than to spread the same effort out over two.

I can't do math, but that seems like this war unwinable because the Thargoids multiply their forces at growth rates like the ones of bacteria. Has someone done the math on it, considering all the affected systems?
Their growth rate is linear - a fixed budget for new Alerts per Maelstrom, and then everything else they do is constrained within that limit as a maximum.

In the complete absence of opposition it would take them most of a century at the current rate to capture the entire bubble. But there is opposition, so it's much slower: the various factors we know of suggest we should be able to hold them to a stalemate situation at not much more than their current territory.

Of course, if they gained the ability to add more maelstroms - or even move the existing ones to new places - things would go downhill quite quickly until we learned how to adapt to that. I don't expect Frontier to keep things exactly as they are for the next 100 years to see what happens.
 
So once a thread was resisted, the Thargoids may try again? And when they are reinforcing by 33% every week, that means they will have more than doubled their forces within 4 weeks, depending on how much they lost. I can't do math, but that seems like this war unwinable because the Thargoids multiply their forces at growth rates like the ones of bacteria. Has someone done the math on it, considering all the affected systems?

I don't play in open. If I did, I'd get shot down too easily.

I have a Beluga engineered for long range travel which is faster than an unengineered one. I have to check my T9 and T10, they probably only have an improved FSD for.

That sounds like a good place for me to get started. I can just go to one of the relevant systems and see what I can do there :)

So maybe the Thargoids might be slowed enough to find a way to drive them away, or to come to an arrangement with them ...

A 6-modshard Anaconda does take a lot of work to build - you have to complete the little Guardian Ruins gauntlet once for each weapon, so that's six times. And there's a lot of other engineering required on the hull and other components to survive long enough to take out a Cyclops or two. Took me a few weeks to get it done and I had a lot of materials saved up from before. Down2Earth Astronomy has a video showing what you need.

I do a lot of passenger missions in my Cutter. The Galaxy Map has a new filter on the left that you can use to look up the systems that most people are working on. It's best to contribute to one of these so that a system is fully cleared before the next round. I often take the easiest missions, which are rescuing passengers in populated "Under Threat" systems. I find one of those with stations or settlements with large landing pads, fly in, load up, fly out. The risk is that Thargoids will sometimes intercept you when you hyperspace into the system. When that happens I keep dropping heat sinks to stay icy (to avoid being shot) and continually boost toward my target until I can hyperspace out. The cutter is only engineered for distance and always survives. I'm not sure how survivable this is in a Beluga.

If it's a bit boring you can try rescuing people in the "under attack" systems - which is the same except Thargoids might intercept you within the system and you have to land manually amid the war chaos, and hopefully get down and then get away without being shot too much. I've lost my Cutter once while doing that.

Tip: if Thargoids interdict you, submit immediately and then try to escape. You can't beat a Thargoid interdiction.
Tip 2: a Cyclops is the easiest Thargoid "Interceptor". The Interceptors are the large flowers that warp in after a bit of a fight with the teeny Scouts (which look like flying saucers). If you have a Xeno Scanner you can immediately see if a Thargoid is a Cyclops because it only has 4 little health bars (those are the "hearts"). Any more than four and I try to get away quickly.
Tip 3: Interceptors can mass-lock you. But a high-wake jump to another system can't be mass-locked. Sometimes this can save you if your destination is not obscured.
 
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A 6-modshard Anaconda does take a lot of work to build - you have to complete the little Guardian Ruins gauntlet once for each weapon, so that's six times. And there's a lot of other engineering required on the hull and other components to survive long enough to take out a Cyclops or two. Took me a few weeks to get it done and I had a lot of materials saved up from before. Down2Earth Astronomy has a video showing what you need.
Does it have to be an Anaconda? It's one of the ships I'm not so fond of. But then, I didn't like the FDL at first --- until I experienced that the Mamba is way too slow in combat and gave it another try. Now it's like the fighting-version of my Krait Mk II :)

I do a lot of passenger missions in my Cutter. The Galaxy Map has a new filter on the left that you can use to look up the systems that most people are working on. It's best to contribute to one of these so that a system is fully cleared before the next round. I often take the easiest missions, which are rescuing passengers in populated "Under Threat" systems. I find one of those with stations or settlements with large landing pads, fly in, load up, fly out. The risk is that Thargoids will sometimes intercept you when you hyperspace into the system. When that happens I keep dropping heat sinks to stay icy (to avoid being shot) and continually boost toward my target until I can hyperspace out. The cutter is only engineered for distance and always survives. I'm not sure how survivable this is in a Beluga.
Well, I remembered that my Beluga can't actually boost because I built it for jump range. And it probably wouldn't handle being shot at very well. So now I'm updating my Defender (which is already way more engineered than I remembered) and once that's done, I'll see if I can start with rescueing some passengers or transport cargo.

If it's a bit boring you can try rescuing people in the "under attack" systems - which is the same except Thargoids might intercept you within the system and you have to land manually amid the war chaos, and hopefully get down and then get away without being shot too much. I've lost my Cutter once while doing that.
Hm that's not good ...
Tip: if Thargoids interdict you, submit immediately and then try to escape. You can't beat a Thargoid interdiction.
Why not? Why is it even possible to try to resist when you can't beat it anyway?

Tip 2: a Cyclops is the easiest Thargoid "Interceptor". The Interceptors are the large flowers that warp in after a bit of a fight with the teeny Scouts (which look like flying saucers). If you have a Xeno Scanner you can immediately see if a Thargoid is a Cyclops because it only has 4 little health bars (those are the "hearts"). Any more than four and I try to get away quickly.
Tip 3: Interceptors can mass-lock you. But a high-wake jump to another system can't be mass-locked. Sometimes this can save you if your destination is not obscured.
Well, I want a Federal Corvette, but that'll be a while. Perhaps some time I can use to fight Thargoids ...
 
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