Applicability note
I started writing this tutorial around one month ago, with the intended context of attacked ports in Invasion systems as part of the Thargoid war. Soon after that came the initial reports of Research samples being very effective, for which I postponed this project to investigate, and since then we have stopped so many Alerts in addition to the mainstay Invasion defences that said Invasions are actually facing extinction.In the event of future Invasions no longer existing:
- The most comparable scenario will be AX Conflict Zones present in those Control systems closest to us.
- For the moment, port attacks still exist in the Witch Head Nebula systems.
- With Alerts still appearing, it is likely that summoning Thargoids via Hyperspace will still be applicable.
Foreword
The idea to write such a tutorial started following some discussion about how well some of the new anti-xeno weapons perform, during which I made this video of the new Enhanced AX Multi-cannons against a Cyclops.They were quite effective at close range; less so beyond 1.5 kilometers or so, where the gimbal sway caused a lot of shots to miss. This wasted just enough ammunition to leave that petal at 1% integrity, at which point I got a bit impatient and used a Gauss strike, but the point at the time was that the Multi-cannons can work quite well.
The real motivation came much later though, when I heard a particularly unexpected comment about that video:
“So that is a Thargoid!”
This was a true statement and a most pleasing moment to witness, but it also gave me pause. Without judging or thinking any less of anyone, it reminded me that it is well to consider that not everyone has destroyed, escaped from, encountered or even seen a picture of a Thargoid necessarily. Even if Galnet displays them in a cover image occasionally, there was nothing like seeing its movements and attacks and hearing its alien sounds to help make the connection.
With that in mind, I want to try undermining any general notion that destroying a Thargoid requires a lot of time to build a capable starship, or a lot of practice and perfect flight just to avoid exploding. Those things may help a lot to fight well, and may be required to proceed beyond destroying a Cyclops, but they are not a requirement. They are so far from a requirement that you can destroy a Cyclops with stock parts, just a few specific actions to understand, and no actual flying other than facing the target.
To be clear—this build is bad. The effort is bad, the flying is bad, it will not work well much beyond the Cyclops, and I imagine many well-practised anti-xeno pilots will hate it. However, the low effort, bad build and bad flying are exactly the point—it still gets a Cyclops kill. For those who have not yet destroyed a Cyclops but would like to do so given the means, the intention is for Commanders of as wide an experience range as possible to see it and know immediately that they can do it.
That is the one main point I want to make more so than any other: You can do it. Not only that, but you can do it better, and probably make a dozen different improvements. To an extent this risks being too much of an anti-example, though at the same time I find it helps a lot to learn the Thargoid behaviour, because it gives you more time to watch what the Thargoid does without worrying too much about what happens as a result. Flying away with a combat bond is also a quite nice bonus!
Clarification
In the title, I wrote minimal equipment, upgrades, flying and effort, where notably many of those can be traded-off against each other. For example, you could use spend less to get a light starship, but your upgrades and flying will then need heavy investment. Probably the fastest method of removing a Cyclops with little flying and effort is to use this six-Shard Anaconda.The problem is that it takes much time and resources to collect the needed Guardian materials for six Azimuth Shards, acquire the Mbooni system permit, engineer an unshielded Anaconda for survival, and ideally add Sirius Heat sinks and an Aegis Caustic sink. The above efficacy statement is not well-informed; it should say that it is probably the fastest method once acquired, not to mention its limited applicability to different scenarios.
My goal is to balance those different types of investment and reduce them collectively:
- This will require a few hundred million credits, but there is nothing to unlock.
- Engineering upgrades are recommended for helping with travel, but otherwise can be ignored.
- Pointing weapons at a target and moving within range is needed, though no fancy flying is required.
- Only a few of the normal gadgets and buttons need to be used.
Equipment
For around 200 million credits with 10 million re-buy, get a Python with this EDSY build.Your modules shopping list is:
- Three 3C and two 2E gimbal Enhanced AX Multi-cannons
- Two Heat sink launchers
- Enhanced Xeno scanner
- Shutdown field neutraliser
- Military Grade Composite armour
- 7A Power Plant
- 6A Thrusters
- 5A Frame Shift Drive
- 4A Life Support
- 7A Power Distributor
- 6A Sensors
- Two 5D, one 2D and one 1D Module Reinforcement Package
- Three 5D, one 4D and one 3D Hull Reinforcement Package
- 3F Experimental Weapon Stabiliser
Fire groups
I suggest having only the Scanner in group A, and Scanner plus Multi-cannons in group B, with the Neutraliser on secondary fire in both groups. It looks like this:This build is simple enough that you always have access to the Neutraliser on secondary fire, though do note that you can also set a dedicated button for it if you prefer, then use a single fire group for Scanner and Multi-cannons. I like to set it so that holding my usual Chaff button uses the Neutraliser instead, which works quite well given that the Neutraliser needs to be held active anyway—more about that in a moment!
Before attacking anything
Your first concern, well ahead of anything which might happen in a fight with a Cyclops, is that you are actually attacking a Cyclops as opposed to something stronger. In our case this is very easy because we have the Enhanced Xeno Scanner present, which provides us with the holographic target view:Looking just above the Hull display, those four markers represent its active petals, where only a Cyclops starts with four (Basilisk has five, Medusa six, Hydra eight). Completing a formal scan would reveal by name that it is a Cyclops, and we do need to scan it anyway for targeting purposes, but identifying it via those markers is important for deciding in advance whether you want to fight.
In addition to ensuring that you have a Cyclops, you will need also to be sure that you are fighting only that Cyclops and nothing else. An attacked port will involve removing a few Scouts first, then a bit of battle progress will cause at least two Interceptors to arrive, though typically you can choose one of them and fight it independently if you leave any others alone.
As with any conflict, it helps to watch your radar display at least a bit, and react if your Hull is depleting too quickly. Our vessel is good enough to destroy one Cyclops comfortably and actually can destroy two in return for a bit of module damage, but it should flee if attacked by two simultaneously.
The parts you need to know
Of the many aspects involved with a Interceptor fight, for the moment you need only care about three—and I have already shown you two of them!Neutralising the shutdown
Watch the start of the Shards video again; immediately after appearing, the Cyclops begins an Energy surge, which always means that a Shutdown field will follow. You can hear the COVAS announce it there, however the COVAS can be disrupted while Thargoids are around, so it is better to watch for this important warning:You have a good few seconds to react, and usually a moment more depending on your distance—you can see that the green Shutdown field takes time to expand. Whether you have your Neutraliser in a fire group or a dedicated button for it, please note that you need to hold the button, and not just until the range bar is full! Some Commanders misinterpret that bar and release the button much too soon; you need to hold it until the wavefront has passed.
Finally, note that there are two cases where Interceptors will attempt a Shutdown:
- Just after arriving via Frame Shift Anomaly. This will not happen when encountering an Interceptor other ways, such as by interdiction.
- As an additional special attack when only one active petal remains. For a Cyclops, that means after destroying the third petal (five remaining visibly).
Destroying the petals
Watch the Multi-cannons video again, at first looking closely at the target Hull and what occurs when it is reduced to 80%:That is with the luxury of the Scanner of course; its Hull restores back to 100%, but note that the petal remains exposed for a while, marked red there. You can see also that a petal is glowing if you look at the Cyclops itself. Unfortunately it turned away at that moment, so it is harder to see in the Multi-cannons video:
It was much easier to see in the Shards video:
As I am quite sure you have noticed by now, you need to destroy that glowing petal specifically. With gimbal weapons, this requires that you complete a Xeno scan on the target first, without which you will not be able to access its sub-targets. For initial simplicity, it is as well to scan first before attacking it. After that, you can then target a specific petal, either by setting buttons for Previous/Next subsystem or by using the Target panel:
Actually that is a Target panel for a Hydra, which has eight active petals rather than four, though I am sure you understand the idea. By either means, choosing the correct sub-target will allow your gimbal weapons to converge upon it and destroy the petal, progressing the battle. The gimbal sway can cause a lot of shots to miss at long range; luckily for us, we will be very much up close instead.