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

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.
large ships can be good for all, medium and small have to specialise? doesnt sound that bad to me...

you really need just ships 2 to complete cz. 1 ship without guardian weapons and 1 with guardian weapons.

dont forget that glaive is supposed to be our "counter". it is supposed to be strong against our tactics, ships and stolen technology :p
 
I watched a streamer with a G3'd (not G5 anything) take out multiple glaives with a T10. No hope of running, or hiding, or out turning them. Just the max limit of Ax Multi's, and the rest beam lasers, and a bi weave shield and hull and module reinforcements. Just out damage and out hull the Glaive's.
 
large ships can be good for all, medium and small have to specialise? doesnt sound that bad to me...

you really need just ships 2 to complete cz. 1 ship without guardian weapons and 1 with guardian weapons.
Fair enough with great and experienced pilots. Not for more average ones though.


dont forget that glaive is supposed to be our "counter". it is supposed to be strong against our tactics, ships and stolen technology :p
Not the way they are now. They have more abilities and are more dangerous than Interceptors. That makes no sense.
 
glaive's are fast but not as tough as you might think, class 2 modified shard cannons (5 on a krait) drop them like scouts. the trick is fire on them as soon as they appear (usually they've came in two at a time in our case) and have no mercy, you'll dispatch them quickly and you can get back on the interceptors. we do it in a wing of three and knock down about a half a billion a session.
 

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I watched a streamer with a G3'd (not G5 anything) take out multiple glaives with a T10. No hope of running, or hiding, or out turning them. Just the max limit of Ax Multi's, and the rest beam lasers, and a bi weave shield and hull and module reinforcements. Just out damage and out hull the Glaive's.
Of course. What build did I mentioned that had the most chance against them?
 
glaive's are fast but not as tough as you might think, class 2 modified shard cannons (5 on a krait) drop them like scouts. the trick is fire on them as soon as they appear (usually they've came in two at a time in our case) and have no mercy, you'll dispatch them quickly and you can get back on the interceptors. we do it in a wing of three and knock down about a half a billion a session.
Nice to see veteran ace AX pilots at work on their Meta machines.

I believe I have mentioned that timing is of the essence against Glaives, if one is using Guardian Weapons.

But for less skilled/experienced pilots/builds they are a death sentence.
 
I agree with your statement Uiros Ueramos on the glaives, the "casual" player will need a fast ship (500+) to escape the glaive interdictions and solo is quite rough for the casual player.

disagree with guardian stuff being worthless Pville_Piper, seems like fdev wants to push teamwork in these encounters. so far the guardian weapons do the most bang for your buck from my experiences.
 
I agree with your statement Uiros Ueramos on the glaives, the "casual" player will need a fast ship (500+) to escape the glaive interdictions and solo is quite rough for the casual player.

disagree with guardian stuff being worthless Pville_Piper, seems like fdev wants to push teamwork in these encounters. so far the guardian weapons do the most bang for your buck from my experiences.
Which is wrong in a game that's never been about and very much struggled to make multi player work. I like solo, why should I be forced to play with someone else. If I want to play a multi player game, I'll play Battlefield with my friends in a game that excels at multi player.
 
It's one of the aspects that I think was a great move. Now I have to think a bit more on what build to take where. Makes for a more interesting/strategic game for me. I find it a welcome addition.
So it's good but you haven't dealt with it.
How many Guardian modules /fighters have you unlocked?
 
So it's good but you haven't dealt with it.
How many Guardian modules /fighters have you unlocked?
What makes you think that....I don't use the Guardian fighters except for fun in racing and such. The other Guardian stuff....all the weapons but no
Guardian Hull/ Shield/Module/Reinforcement Packages. May later. I fly with a HOTAS so not the best at harvesting anything larger than the Basilisk. Just enjoying game. Glaives are interesting addition...hoping to try and see if I can get a tissue sample. Likely out of my skill range
 
True.

As was referred in my original post, Glaives can't mass lock Cutters, T-10s, Corvettes and Anacondas.

They mass lock everything else though, so outposts are off limits to Rescue/Trade ships now.
They can turn up at attacked ground ports in Invasion systems but will normally be engaged with other ships so you can get in and out and ignore them. Not seen any at Outposts, Coriolis or other space stations, only on the ground.

Glaives don't hyperdict you when jumping into Invasions or Alerts or interdict you when in them. The only time I have been hyperdicted or interdicted by a Glaive has been when jumping to or flying in a Controlled system. I think what is happening is people are not paying attention to the systems they are in so they think they are being Glaivedicted when jumping to Invasions or Alerts, but it's actually happening in the Controlled system they pass through to get there, so they get a mistaken impression of the process.

Use the State filter on the Galmap to exclude Alert, Invasion, Controlled and Maelstrom systems and you will only be hyperdicted by anything at all at the Invasion or Alert system itself (except for the odd time it routes you through a Controlled because there aren't any other systems to jump to on the fastest route with your range).

Rescues are still viable in any ship that can outrun regular Thargoids, and contrary to another popular misconception you do not need to be faster than regular Thargoids either (e.g. Basilisk) to do so. I consistently escape regular, non Glaive hyperdictions and interdictions in a 405m/s Conda.

I have also done many AX Reactivations going from an Invasion system to a Controlled. Jumping into to the Controlled I have been hyperdicted by Glaives and interdicted by them in system, jumping back to the Invasion the hyperdictions and any interdictions have only been by regular Thargoids. For doing AX Reactivations I put together a Courier which boosts to 794 with enough shield and hull to withstand Revenant fire as it lands. You do not, as some people claim, need to go over 800 to outrun a Glaive, permaboost to anything over 740 will do it as was shown this week and as I have proved with my build a dozen times since the video was posted in this forum.

Also, unless you are unlucky and get hit by the Glaive's containment missile immediately after being hyperdicted, I am hearing from Canonn that the ECM works against it although the timing is tricky. PD doesn't, the missiles are as strong as caustic missiles so it would take way more shots than you'd have time for to take them down. I've tested PD but not ECM yet. I have no reason to disbelieve Canonn but am trying it for myself. That's next, if it works it's worth putting on a rescue ship for those instances when Controlled cannot be avoided.

While we're on misconceptions, running cold does not reduce your chance of hyperdictions and interdictions. It may appear that way but it's a misreading of cause and effect. You will simply be interdicted more often in the shipping lane than in deep space. It is very easy to build a ship that runs at under 20% heat, just give it a low emissions PP. Nor is running cold a universal panacea for escaping. Within 1km heat is irrelevant as they can see you. Outside 1km running cold will help to avoid being targeted but if they have line of sight they can still hit you with stray shots.
 
Disagree with guardian stuff being worthless Pville_Piper, seems like fdev wants to push teamwork in these encounters.
I agree, I have the impression that they want us to play together against the thargs.
I always had such an impression since the first stronger Interceptors appeared (Basilisk). It's almost as if FDev wanted Interceptors to be wing gameplay exclusive and when CMDR Aces started soloing them, FDev just decided to turn up the dial on the next higher tier versions, drastically increasing their resistance and firepower to keep up.
 
They can turn up at attacked ground ports in Invasion systems but will normally be engaged with other ships so you can get in and out and ignore them. Not seen any at Outposts, Coriolis or other space stations, only on the ground.
Not seeing them yourself, does not amount to them not spawning in Outposts or Starports.


Glaives don't hyperdict you when jumping into Invasions or Alerts or interdict you when in them.
You are incorrect in your impressions.

I was interdicted in Muruidooges (Invasion) this Sunday, by a Glaive, while supercruising to meet my Wing at Marriot Installation.

Fortunately, it was only one Glaive and I was able to escape by High Waking to another system, after getting my Guardian Weapons destroyed and with only 29% of my +5000 hull left. The Glaive still had 52% hull.


The only time I have been hyperdicted or interdicted by a Glaive has been when jumping to or flying in a Controlled system.
Lucky you. But you are mistaken.

From my own experiences, they can appear in battle and hyperdict / interdict anywhere in Thargoid influenced space. If that was FDev's original plan, I have no idea... 🤷‍♂️


I think what is happening is people are not paying attention to the systems they are in so they think they are being Glaivedicted when jumping to Invasions or Alerts, but it's actually happening in the Controlled system they pass through to get there, so they get a mistaken impression of the process.
No. I am very sure that it happens in Invasion systems too, since I have been Interdicted in one.

It will surely be the same regarding Hyperdictions, while jumping to an Invasion system.


Use the State filter on the Galmap to exclude Alert, Invasion, Controlled and Maelstrom systems and you will only be hyperdicted by anything at all at the Invasion or Alert system itself (except for the odd time it routes you through a Controlled because there aren't any other systems to jump to on the fastest route with your range).
All good advices for someone who is a newbie.

But I have been playing the game regularly since 2016 and I am Triple Elite, having worked out in all activities of the game and only having 11 rebuys since I started playing (8 of which in the first year).

I learned how to filter systems in the first months in which I played the game, and I do use them all the time. So, I do know what I am doing.


Rescues are still viable in any ship that can outrun regular Thargoids, and contrary to another popular misconception you do not need to be faster than regular Thargoids either (e.g. Basilisk) to do so. I consistently escape regular, non Glaive hyperdictions and interdictions in a 405m/s Conda.
Yes, you can escape non-Glaive Thargoids, even Basilisks. I thought that I had explained that thoroughly on my original post. You have options with Scouts and Interceptors.

You don't have options with Glaives.

Evacuations / Rescues are a Russian Roulette now. If you get pulled by a Glaive while doing it, then it's back to the rebuy screen.


I have also done many AX Reactivations going from an Invasion system to a Controlled. Jumping into to the Controlled I have been hyperdicted by Glaives and interdicted by them in system, jumping back to the Invasion the hyperdictions and any interdictions have only been by regular Thargoids.
You lucked out. That does not mean it is not possible.


For doing AX Reactivations I put together a Courier which boosts to 794 with enough shield and hull to withstand Revenant fire as it lands. You do not, as some people claim, need to go over 800 to outrun a Glaive, permaboost to anything over 740 will do it as was shown this week and as I have proved with my build a dozen times since the video was posted in this forum.
Well, I did not try my fastest ships against Glaives. So, I cannot comment on the exact speed requirement.

But others have: https://forums.frontier.co.uk/threa...irmed-18-may-3309.617071/page-3#post-10148368


Also, unless you are unlucky and get hit by the Glaive's containment missile immediately after being hyperdicted, I am hearing from Canonn that the ECM works against it although the timing is tricky. PD doesn't, the missiles are as strong as caustic missiles so it would take way more shots than you'd have time for to take them down. I've tested PD but not ECM yet. I have no reason to disbelieve Canonn but am trying it for myself.
Nice to know. None of my ships use ECM. I will use one in every one of my Evac/Rescue ships, if it is confirmed to work.

And yes, I got hit by a FSD Reboot missile as soon as I dropped in to normal space.


That's next, if it works it's worth putting on a rescue ship for those instances when Controlled cannot be avoided.
Control and Invasion... 👈


While we're on misconceptions
Please do not make detrimental comments without first getting the big picture.

It makes you look bad.


running cold does not reduce your chance of hyperdictions and interdictions. It may appear that way but it's a misreading of cause and effect. You will simply be interdicted more often in the shipping lane than in deep space. It is very easy to build a ship that runs at under 20% heat, just give it a low emissions PP. Nor is running cold a universal panacea for escaping.
All true and all good advices. I also happen to know them already. But they are more important now.


Within 1km heat is irrelevant as they can see you.
Seeing, yes. But they still have difficulty Target Locking.


Outside 1km running cold will help to avoid being targeted but if they have line of sight they can still hit you with stray shots.
Not on my experience. If performing a slight roll with lateral thrusters, while boosting with Silent Running and dropping Heatsinks, only a lucky shot will land.


EDIT: Typos
 
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