Glaives (Hunter class ships) are overpowered and...

Using gimballed AX MCs where all you have to do is point in the direction of the target and hold the trigger is low effort.
That "low effort" is not a good way to deal with Thargoid Interceptors. Doing that will get you killed.


What happens when thargoids discover how to use chaff?
They don't need to. They have other cards up their "sleeve".
 
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Being an experienced CMDR …
That’s the problem… I’m in no way experienced in AX combat, but I found my way how to do stuff which I want. Some Cmdrs like harder conditions some want easy going gameplay, it’s clearly impossible to satisfy everyone. But imo it’s more about wiling to adapt and trying new approaches as to be just experienced pilot. Game has changed with Glaives and with it comes need to change approach… it’s good or bad? Hard to tell, personally I think that it’s much better change from time to time conditions, as to have static conditions which have big potential to become boring.
 
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Well that was my point: Those are not suitable builds for a war zone (anymore). We need to adapt instead of insisting on keeping on flying paper planes. Also, my Python still holds 112 passengers, which is not too bad.
Yes. I understood your point. And I am not averse to adaptation to new situations.

But the case here is about the "unbalanced" part, not the "validity" part of the Hunter class concept..


I plan to seek out Glaives with that Python tonight. Plan is to fight a single one or run or possibly high wake from a pair. We will see. I dropped one HRP for a weapon stabilizer and now carry five MCs, and I am in the process of engineering a Bi-Weave instead of an A-rated shield generator, and then we will see if I survive. For science!
It seems that will be an interesting trial. 👆

Please get back to us on that one... 👍
 
Those will probably become very popular for builds working in Thargoid influenced areas.
I use it on my two AX operations builds (clipper, courier) and it works well. It practically negates all Glaives effort to pin players into combat. Yes, you need to sacrifice jump-range, but it’s just about cmdr decision between maximum efficiency build and build which is survivable under most of conditions.
 
That’s the problem… I’m in no way experienced in AX combat, but I found my way how to do stuff which I want. Some Cmdrs like harder conditions some want easy going gameplay, it’s clearly impossible to satisfy everyone. But imo it’s more about wiling to adapt and trying new approaches as to be just experienced pilot. Game has changed with Glaives and with it comes need to change approach… it’s good or bad? Hard to tell, personally I think that it’s much better change conditions, as to have static conditions which have big potential to become boring.
I agree in principle with what you have said. An ever changing game is more interesting and appealing, as long as players can keep up.

I disagree on this specific point regarding the Hunter class ships. Not on the validity of its concept, which I find fine, but on the unbalanced state it is in. A few tweaks to them would in no way harm the change to the game their launch brings, as well as still allowing for increased difficulty, but would maintain the validity of certain roles and not remove players from certain types of activities in Thargoid influnced space.
 
I use it on my two AX operations builds (clipper, courier) and it works well. It practically negates all Glaives effort to pin players into combat. Yes, you need to sacrifice jump-range, but it’s just about cmdr decision between maximum efficiency build and build which is survivable under most of conditions.
Seems I might have to change my AX and Evac build... 🤔
 
The issue for me is the sheer number of modules, weapons and utilities now required in order to be able to take on just three types of Thargoid craft. It’s getting to the point that anything with less than 5 hardpoints and 6 utility slots is not up to the task.
 
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I hope you noticed how their lightning attack also charges their shields, right?

I see people keep shooting it while it does that - but the effect is that they are getting lightning'd way longer because the attack stops when the shield reaches 100% and damaging it slows down the process.
There is also a specific sound they make indicating they are gonna charge at you to lightning you, you can partially break that attack by boosting right past them.

I think they are fine, might even need a slight damage buff.
Thargoid content is end game, it's supposed to be a challenge.
I disagree that Thargoid content is ”endgame”.

It was.

It’s now the game unless we want the bubble to die,
 
The issue for me is the sheer number of modules, weapons and utilities now equites in order to be able to take on just three types of Thargoid craft. It’s getting to the point that anything with less than 5 hardpoints and 6 utility slots is not up to the task.
Yes, indeed. We are reaching the point where the only AX "Multipurpose" ships are the Large ones like Anaconda/Corvette/Cutter.

All the rest will have to be specialized and vulnerable to the threats that other specialized ones are good at combating.

So, to survive in a AX CZ, a 4 men wing, with different role specialized ships, will be necessary, like:
  • 1x Scout killer armed with EN AX MCs (no Guardian modules);
  • 1x Hunter killer armed with EN AX Missiles/Multicannons (no Guardian modules);
  • 2x Interceptor killers armed with Guardian Weapons.
 
That’s the problem… I’m in no way experienced in AX combat, but I found my way how to do stuff which I want. Some Cmdrs like harder conditions some want easy going gameplay, it’s clearly impossible to satisfy everyone. But imo it’s more about wiling to adapt and trying new approaches as to be just experienced pilot. Game has changed with Glaives and with it comes need to change approach… it’s good or bad? Hard to tell, personally I think that it’s much better change from time to time conditions, as to have static conditions which have big potential to become boring.
Prior to Update 15 one could - in order of “risk level”:

  • avoid AX systems entirely
  • undertake rescue / evac missions
  • focus on Surface CZs for docking/repairs but no Thargon swarms
  • focus on Station CZs for docking/repairs plus Thargon swarms
  • go for Open Space CZs for the full monty
  • choose whether to stick around for the Hydras
  • faff around in the Maelstrom for a “survivability” challenge and/or try taking on the enemies inside it

Thats a pretty decent array of challenge levels to choose from. And whilst on your way to whichever you decided on, sure, you might get interdicted but provided you had a ship even remotely designed for the activity you were actually heading for, you could either run or fight with a good rate of success, ensuring you arrive at the thing you actually wanted to do in a fit state to do so,

But the Glaives change all of that. Not only do they rock up in any/all CZs, they could interdict you at any point. Meaning the player no longer has the choice of the level of challenge/risk they want: at any moment, something could show up that you cannot run from and will eliminate the meta build weapons for killing Thargoids in less than a minute.

I would also point out that the Thargoid War is the game from a “new content” perspective right now. It therefore needs to be more accessible and - until this point - it was very much becoming so.

IMO, Glaives should only show up in the places that are considered more of a challenge. I’m thinking the Maelstrom itself and either High or Haz rated AX CZs. That way they become an additional challenge that the best pilots can choose to take on alongside the existing choices.

And everyone get to “blaze their own trail” at the level of challenge / risk they are comfortable with.
 
to add: I also put a V1 FSD in my Python. This is where the fast boot engineering will really shine - with enough defensive outfitting you might just be able to wake out of a Glaive hyperdiction. Almost as if Frontier knew why they were introducing them...
They introduced that quite a while ago, IIRC. It was not a pre-requisite because of Hunter class ships.
 
I think maybe there's a case to be made for non combat pilots being able to investigate the maelstroms
raises hand I haven’t needed to fight a Glaive despite getting interdicted by them(evading them is still possible, even if they engage). Reasonably sure I could make an evac Python work even without weapons now.

I will likely replace the regular (engineered) shield generator with one of the prisms I have laying around, though. And fit some military grade armor just in case.
 
IMO, Glaives should only show up in the places that are considered more of a challenge. I’m thinking the Maelstrom itself and either High or Haz rated AX CZs. That way they become an additional challenge that the best pilots can choose to take on alongside the existing choices.
I'm perfectly willing to agree on disagree in this regard. I understand well what are you saying, but I have opposite opinion about this matter. And also to restrict new special Thargoid vessel just to some places makes low sense considering effort needed to build it.
 
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Stop treating ED like a casual game. In war it is to be expected that the opponent adapts, improve and focus his ressources. If you only complain instead of react appropriatly humans going to loose. It is only realistic that Goids start to field stronger weapons and vessels.

Kudos to FDev for letting Goids act realistic and providing the AX playerbase with a challenge and an implementing of a little fear to loose this war.
 
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