Gliaves are Winning.

Those builds didn't exist before the (current) thargoid war - they were only possible after the weapons stabiliser was made available in late January.
Yes, I know, I speak about Thargoid war only. At the beginning of that war, our main enemies were not Thargoids, but bugs in the game itself - invisible interceptors, blocked progress - bars, etc. There are threads in our forums about it. Later FDev fixed this bugs and we received weapon stabiliser, and then we became too efficient in solving conflict zones. I remember the days when I would earn 2B in combat bonds + missions, by playing in teams and sharing + stacking "kill hydras" missions. If Fdev wants to slow us down, and they usually do, that would be one of the reasons Glaive has that anti-guardian field.
 
If they wanted to slow us down, they could let the Thargoids try to hit more systems or tone down tissue sampling. But seeing how the sampling method is (mostly) the most/only viable action for preventing alerts(note : not aware of how much, if any, testing has been done with increased Orthrus spawn rate), they probably are going to leave that as is.

Not sure I see them letting the Thargoids strike out at more systems at once unless more Titans are added to the mix, though. Unless they actually get their AI to throw more populated alerts out, instead of a roundabout “fix” of making the alert budget for unpopulated systems the same as populated.
 
Please stop calling it an AI. It's just a script that runs once a week (and doesn't even work properly, leaving CZs scattered all through reclaimed systems). It doesn't make choices and it doesn't learn.
I don’t take it seriously as an “AI”. Just like I don’t take ChatGPT and whatever else is called “AI” these days even though it’s just a program that takes what exists on the internet and throws it into something, as such.

It’s simply the first term that comes to mind. Bad reflexes are a thing.
 
They are still trying to expand, after all.
The thargoids lost 20 systems last week and 10 systems the week before that. Yet each maelstrom still follows the updated script from mid-march, putting out 5 alerts each (mostly, a couple are broken and don't even manage 5) instead of the previous amounts of 20 max.
If they're trying to expand why did they suddenly reduce their expansion rate by more than half and not ramp it back up at all when they started losing?

Of course now we have update 15.02 coming to tweak the numbers... something that wouldn't be necessary if an actual AI (capable of learning/adaptive behaviour) was being used.
 
The last days I tried my hands on the whole malestrom thing, and I found the experience hilariously comical. I wanted to unlock that caustic sink launcher, and obviously had to start with tissue sampling and all that stuff. From forum chatter, I thought that running cold and fast might make the most sense, so my trusty Dolphin was dusted off and engineered for cold business.

Flying to the malestrom, I noticed 2 things: hyperdiction was so deterministic that every single time I jumped to a malestrom system, Glaives hyperdicted me. Boost away at 560, silent running, wiggle a bit in FAoff, jump out again. Not a single problem, just annoying.
Now, in the system, SC to the malestrom itself gave a bit of a clown impression. The constant stream of interdictions you can easily run away from is incredibly stupid. It is just a time sink, and having the Benny Hill theme in the background would make a fitting sound track.

At last, after tissue-sampling and generator bursting for corrosive mechanisms, the question was how to get caustic shards, because going deep into that acid bath is so hilariously OP deadly that even 2k hull points don't last you long enough. But then I remembered those Glaives... why not farm them for caustic shards? And indeed, with a tanky Corvette all-AX-MC build, even 2 are easy to take on. Just "jump" to the malestrom system, get hyperdicted, face Glaives, reverski, nail them with MC, collect shards, jump back for repairs. The 4.5M credits are a nice bonus as well.

So to summarize, I can't agree with OP regarding Glaives are winning. In contrast I think they are easy targets that help to stay on the band-wagon going on the war-on-rails.
But with everything Elite, it is incredibly hard until you know the trick. Then it is incredibly easy. And I get the impression that it becomes ever more that binary. Almost like a joke.
Indeed … they’re incredibly easy … if you fly a ship built specifically for handling them as opposed to something else!!

I’ve faced them several times and come off as the victor but only because I was able to land and repair my weapons: that they destroyed without even firing a shot!

In a non-station CZ or interdiction, I’m not so sure it would have ended so well since I generally pack weapons designed for Scouts + Interceptors … I tried including a single C3 AX MC on my build but it’s simply not enough DPS to counteract a Glaives healing ability and more than that would be too much of a compromise to the build for its actual purpose.

Whatever way you look at them, Glaives are stupidly OP:

- The “magical deletion field” is a lazy mechanic that pointlessly removes hard-earned modules from your ship: why spend years adding stuff to the game and then stop people from using it?!

- And the situation is made far worse by the spamming of a seemingly infinite supply of missiles, the usual self-healing Thargoid hull shield recharging lightning and the fact that they are faster than literally anything else in the game despite being a heavily armed combat ship.

In fact … I’m calling MS …
 
Last edited:
Nope.

If really all players suddenly decide to give everything on the motherships, FDev would just erase our efforts with some unobtanium claim. They have a script to follow, and player efforts don't matter anything in the grand scheme of things. If we get too strong, they'll adjust the Thargoids to god tier levels. If we don't mind it at all, they'll make them weak plus tease us with some goodies, just so we return to the playgrounds. It is a game, after all, not a sophisticated galaxy war simulation.

Don't believe them that we have a choice. The cake is a lie!
Wait - there’s cake?
 
And there's me role-playing it while you guys have deep-dived it. I can only assume what you say is true but what other game allows that. None in my 40 years.
They should probably do something about that.
Players having to much information has always been the bane of this game. Long history of it to.
 
I haven't seem them heal... that requires hearts.
Well, I don’t have enough utility slots to waste on a scanner so I dunno what they’re doing but I can empty clip after clip from a single C3 MC into them and they don’t pop … and, of course, they have that whole “lightning shield recharge” thing going on ‘cuz, y’know, that one ship has to have all the toys …
 
Last edited:
Yes, I know, I speak about Thargoid war only. At the beginning of that war, our main enemies were not Thargoids, but bugs in the game itself - invisible interceptors, blocked progress - bars, etc. There are threads in our forums about it. Later FDev fixed this bugs and we received weapon stabiliser, and then we became too efficient in solving conflict zones. I remember the days when I would earn 2B in combat bonds + missions, by playing in teams and sharing + stacking "kill hydras" missions. If Fdev wants to slow us down, and they usually do, that would be one of the reasons Glaive has that anti-guardian field.
If the aim was to slow us down, I’d rather they’d given the Glaives some resistance to guardian weapon damage so it took longer to kill them as opposed to just magically removing the weapons we’ve spent all this time earning / learning in order to participate in the war.

Having one ship dictate an entire loadout change and the need to take on other existing enemies in a different way just in case it shows up is just really stupid, IMO.
 
If the aim was to slow us down, I’d rather they’d given the Glaives some resistance to guardian weapon damage so it took longer to kill them as opposed to just magically removing the weapons we’ve spent all this time earning / learning in order to participate in the war.

Having one ship dictate an entire loadout change and the need to take on other existing enemies in a different way just in case it shows up is just really stupid, IMO.
Yeh I have to say I'm not a fan of this feature at all. Making them resistant to them is cool, I think that's fine. Even making them causing guardian modules to malfunction would be cool. But outright destroying them instantly (with no counter) is just too far from game play and too close to "lore for lore's sake".

Ofc, we may end up getting lore on our side here with some way to counter this :D

Honestly, it's both laughable how silly it all is and yet when I decided to engage in the maelstrom game to get my caustic sinks I absolutely loved the whole experience (amazing atmosphere and actually a really fun little game loop). It's just how Elite is, in a nutshell.
 
And there's me role-playing it while you guys have deep-dived it. I can only assume what you say is true but what other game allows that. None in my 40 years.
They should probably do something about that.
Players having to much information has always been the bane of this game. Long history of it to.
The information about the Thargoid War “simulation”(which it isn’t really but let’s not bring that into here as well) was all gathered by the players by their experiences with it, to be fair.

It’s also somewhat hard to take it serious within an RP context when Frontier has repeatedly shown they are very willing to adjust it to whichever level they are content with it progressing. See the aforementioned example of the system getting toned down to 5 alerts per Maelstrom in a cycle, regardless of circumstances.

Some even have only thrown out 4 recently, because people took systems that the algorithm(or script, whichever of the two is most accurate here) would have used to launch an alert(I presume, anyway - not into it that deep) and it apparently is completely incapable of looking at alternatives if such a scenario occurs.

I also think it’s silly that they just decide to have the Thargoids sitting around with their hands (or claws) in the air doing nothing because “Oh, alert prevented, guess we’ll just go home and wait to try again next week to no avail”.
 
@Kira Goto
Humanity must win at any cost, whether it's inside or outside the game.
That's the mindset because ppl aren't talking about in-game solutions because they know too much.

That does not make for a good game.
Anyway, monday will tell the tale.

I liked it better when ppl were trying to find the best way, like gamers do.
 
Indeed … they’re incredibly easy … if you fly a ship built specifically for handling them as opposed to something else!!

I’ve faced them several times and come off as the victor but only because I was able to land and repair my weapons: that they destroyed without even firing a shot!

In a non-station CZ or interdiction, I’m not so sure it would have ended so well since I generally pack weapons designed for Scouts + Interceptors … I tried including a single C3 AX MC on my build but it’s simply not enough DPS to counteract a Glaives healing ability and more than that would be too much of a compromise to the build for its actual purpose.

Whatever way you look at them, Glaives are stupidly OP:

- The “magical deletion field” is a lazy mechanic that pointlessly removes hard-earned modules from your ship: why spend years adding stuff to the game and then stop people from using it?!

- And the situation is made far worse by the spamming of a seemingly infinite supply of missiles, the usual self-healing Thargoid hull shield recharging lightning and the fact that they are faster than literally anything else in the game despite being a heavily armed combat ship.

In fact … I’m calling MS
I am in total agreement !! 👆

No truer words have been written !!! 👏
 
If the aim was to slow us down, I’d rather they’d given the Glaives some resistance to guardian weapon damage so it took longer to kill them as opposed to just magically removing the weapons we’ve spent all this time earning / learning in order to participate in the war.

Having one ship dictate an entire loadout change and the need to take on other existing enemies in a different way just in case it shows up is just really stupid, IMO.
So much this !! 👆
 
Yeh I have to say I'm not a fan of this feature at all. Making them resistant to them is cool, I think that's fine. Even making them causing guardian modules to malfunction would be cool. But outright destroying them instantly (with no counter) is just too far from game play and too close to "lore for lore's sake".
👆

It is a silly "mechanic". A move made just to annoy the players, without bringing novel and engaging combat.


Ofc, we may end up getting lore on our side here with some way to counter this :D
So yet another set of "tools" to insert in our already overflowing modules and utilities ??!!!

That is an even sillyer concept.


Honestly, it's both laughable how silly it all is and yet when I decided to engage in the maelstrom game to get my caustic sinks I absolutely loved the whole experience (amazing atmosphere and actually a really fun little game loop). It's just how Elite is, in a nutshell.
It is a gem of a game with many shinny lapidations (technically), but also many clumsy and coarse gem cuttings (gameplay wise).
 
Back
Top Bottom