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

when interdicted, the glaive starts with the advantage. ax pilot, rescue, transport or unwary explorer pilot has the same issue, their on you hard and fast and your first 10 seconds determines life or death. we spend a lot of time out there and have had many occurrences with these bladed bugs attacking during super cruise. I'm by no means a better pilot, but I've learned how to run like hell when I have too. "live to fight another day"
Yeah. I probably did not immediately use my traditional Boost + Silent Running + Heatsink. Most likely, I undermined the danger and was slow in reacting.
 
we have been taking the fight to them, we now unfortunately have to pack hunt like wolves in a group of three or four. used to you could solo everything but a hydra (takes too long and too many materials to complete it to win) but with the glaives it has temporarily turned slightly in the bugs favor... for now. I'll wager that fdev will be coming out with new equipment to temporarily withstand or better evade them in the near future due to player issues, or detune them a bit so to speak.
 
we have to fight or this could be the near future for humanity (tinfoil hattery)
 

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Have you bothered reading what I suggested? The Glaives, with the changes I suggested, would never be "another Cyclops with another name and look".
I did read close...but IMO the suggestions would be a Glaive with little challenge in relative terms to what we see now. Maybe a good thing for other types of
Glaives like we have different scout variants. I could see your point there. Might be fun

Here's what AXI/Canonn have come up with so far...seems about right based on what I have encountered:

1. They do not always activate the Anti Guardian Field, most of the times it happens when they just spawn and u are within 10km range, but even this is not always 100% accurate

2. They have a weak spot to expose, likely near the engines but not confirmed there

3. It seems to have to turn and point at you to fire the missiles, which may explain it slowing when it fires a missile.

4. Glaive's missile speed is 650 m/s

5. Anti-FSD missile only fired when you are running away and has a rear aspect shot

6. silent running right as you get dragged out at interdiction (good timing needed/required) can let one get away in any ship

7. ECM module seems to give a massive advantage if timed correctly, as it does actually repulse the FSD shut-down missile but no effect against normal caustic missiles. Additionally Point Defense tries to shoot down both types of missiles, but seems to only be a help with the FSD shut-down missile (I've confirmed that personally...I think :) ).

All good tips to work with and likely more to come soon
 
we have been taking the fight to them, we now unfortunately have to pack hunt like wolves in a group of three or four. used to you could solo everything but a hydra (takes too long and too many materials to complete it to win) but with the glaives it has temporarily turned slightly in the bugs favor... for now. I'll wager that fdev will be coming out with new equipment to temporarily withstand or better evade them in the near future due to player issues, or detune them a bit so to speak.
Yeh but any new equipment is just a further issue …

Guardian weapons
Human AX weapons
Thermal vent beams
Flak launcher
Xeno Scanner
Shutdown field neutraliser
Caustic sink
Heat sink
Pulse neutraliser
Weapon stabiliser
Repair limpets
AFMU
Whatever the next McGuffin is …

There’s just not enough room on our ships!!
 
One thing I absolutely hate is how inconsistent their agro is inside maelstrom. You can be minding your business running cold, shooting nothing and out of nowhere they just "decide" to attack you. It happens more than with regular interceptors too.
 
One thing I absolutely hate is how inconsistent their agro is inside maelstrom. You can be minding your business running cold, shooting nothing and out of nowhere they just "decide" to attack you. It happens more than with regular interceptors too.
You use limpets? They can spot those even if your ship is not detected. Staying in silent running consistently had them pass to around 1km but not see me, albeit they were exiting the Titan, which I don't know if that plays into things.

Meanwhile, a Cyclops decided to get upset at some collectors I had launched and immediately have the entire swarm go kamikaze. Because that's fun and fair. But it never saw me and stopped attacking when I disposed of the limpets.
 
I did read close...but IMO the suggestions would be a Glaive with little challenge in relative terms to what we see now. Maybe a good thing for other types of
Glaives like we have different scout variants. I could see your point there. Might be fun
It would be less of a challenge, yes. But still a challenge.


Here's what AXI/Canonn have come up with so far...seems about right based on what I have encountered:

1. They do not always activate the Anti Guardian Field, most of the times it happens when they just spawn and u are within 10km range, but even this is not always 100% accurate

2. They have a weak spot to expose, likely near the engines but not confirmed there

3. It seems to have to turn and point at you to fire the missiles, which may explain it slowing when it fires a missile.

4. Glaive's missile speed is 650 m/s

5. Anti-FSD missile only fired when you are running away and has a rear aspect shot

6. silent running right as you get dragged out at interdiction (good timing needed/required) can let one get away in any ship

7. ECM module seems to give a massive advantage if timed correctly, as it does actually repulse the FSD shut-down missile but no effect against normal caustic missiles. Additionally Point Defense tries to shoot down both types of missiles, but seems to only be a help with the FSD shut-down missile (I've confirmed that personally...I think :) ).

All good tips to work with and likely more to come soon
Ok. Good information gathering you have here. (y)

But some things are still unclear:
  • What triggers the activation of the Guardian Degeneration Field? "Within 10km" is almost always the case.
  • Is 650m/s the speed for both Caustic and FSD Reboot missiles?
  • While running away, will Reverski stop the FSD Reboot missile from being launched?
 
Yeh but any new equipment is just a further issue …

Guardian weapons
Human AX weapons
Thermal vent beams
Flak launcher
Xeno Scanner
Shutdown field neutraliser
Caustic sink
Heat sink
Pulse neutraliser
Weapon stabiliser
Repair limpets
AFMU
Whatever the next McGuffin is …

There’s just not enough room on our ships!!
This !!! 👆
 
Seems a rather smart move by the thargoids. Where did the strange idea come from that the game must be "balanced"? It must not, and it is way better if it will not. That keeps the game and the narrativ interesting.
Lore wise, yes indeed.

Gameplay wise, really no.

I do not agree with your perspective on this matter, if that means that only 1% of players are able to participate.

Cutting clients' participation makes no sense in most situations, unless one is trying to cater to Elitism ;), and even less so in a game where its developer (Frontier Developments) wants as much player participation as possible.
 
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War is hell, humans.
I like what they have done with this as it's given the playerbase a problem to solve and ppl are having fun with it.
If you hit it with a nerf stick, it will take away a lot of that fun.

In general, wars aren't batanced, they usually have an ebb and flow to them with battles being won and lost. There is no fairness in war though so some battles can be quite one-sided. I think you're getting just a little taste of that currently...

From what i've read so far, i don't think you've worked everything out yet but i imagine you will, in time.
Also, if it makes you feel better, things will probably get better for humanity... maybe. You do tend to adapt quite fast.

As an aside:
We used to have things like the code-breaking problems to solve but i'm very happy to see them use in-game assets as a means to solve such things.
It's a good thing, imo.
 
Ok. Good information gathering you have here. (y)

But some things are still unclear:
  • Is 650m/s the speed for both Caustic and FSD Reboot missiles?
  • While running away, will Reverski stop the FSD Reboot missile from being launched?
650m/s for the FSD reboot...Caustic missiles are the same as we see with scouts...as I understand from AXI. Yep...Reverski does seem to prevent the shot....till you turn to leave. Makes for an interesting escape tactic
 
I'm actually ok with the glaive, except for it's tendency to ram full speed into my shieldless cold running AX research clipper.
 
So I had not one, but two Glaives drop into my solo planetary AXCZ, alongside a Cyclops.

I was flying this Mamba , at 97% hull from clearing the first wave of scouts.

I immediately began the wild joust fight with the nearest Glaive(on a .79G world, I was less than a hundred meters from the ground at one point), and my two small shards were dead before I could get a shot off. Despite this I finished off both Glaives with exactly 50% hull remaining, far quicker than it takes me to kill even a Cyclops.

I really would not consider them overpowered, and find them perfectly balanced between Scouts and Interceptors.
And anybody can buy AXMCs from any Rescue Ship, without having to go through the guardian grind, so while they can be intimidating, they're actually newbie friendly.

My advice; Ram them.
There's a pattern in their attack where they circle you before going out in front of you, then zooming past you. Once you recognize that, boost into them. Took one from 56% to 23% just by ramming it.
 
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