Thargoid invasion - Next target systems?

In general it means that INTRA has not seen anybody broadcast from there yet, such that the location of the attack it thinks must be present is considered unconfirmed, although definitely it could benefit from being given a bit of intelligence there! Short of updating them manually, a Commander landing there while broadcasting the Journal ought to jostle it.

I will have to pester V about that; obviously in this case the final or only port must get an attack, as must a non-Starport in a system with only itself and Starports, either of which could benefit also from watching other ports being confirmed safe.
An interesting question I've considered for a while - do we have any data on whether it's Starports attacked last, or the system's controlling station (or even a rule containing both?). I've noticed that planetary ports seem to be more likely than outposts to be attacked first in the outposts + planetaries systems (where one of the outposts will always be the controlling station), and in Chinas where an outpost was hit it was the non-controlling outpost.
 
Update: it's Christmas! And my personal christmas miracle was that I finally managed to get those frickin Caustic Tissue Samples needed for the sinks. =)

So, yeah, in that way I have to eat my words from before, it is still possible to get the commodities yourself (without twinking) even now that Glaives exist. And I managed to do it all without getting entangled in any fights!

I used this video as basic guide:
Source: https://youtu.be/uamT_9HGKlo
-- but I didn't copy the procedure 1:1. First off, I decided to take my Clipper instead of the Crate, as I figured that a universal limpet controller will afford me a greater margin of error. I optimized it with Low Emissions PP and Clean Drives to run at 18% heat under normal thrust. I also figured out how to properly escape from hyper/interdictions with Silent Running.

Then in the cloud, I tried to sneak up on those bloody generators. In the first run it didn't work as planned; one of them apparently lured me too deep into the cloud and suddenly my hull was MELTING. I barely made it out and managed to decon with 5% hull left. Repaired to 10% and jumped home for repairs.
For the second attempt, I swapped out an unnecessary MRP for another cargo rack and took 32 limpets.
This time I was more careful, and managed to get several samples without my hull dropping below 95%. Then on the 4th run, one of those buggers exploded in my face and I lost a lot of hull before I was able to decon and repair. But since I had plenty of limpets, I was able to get myself back to 70% and went in for the final run. Meanwhile, I had spotted several Interceptors on my scanner but they were never able to see me. Eventually, I got the last required sample and bailed.
All in all, I used 24 limpets during this run, so I couldn't have done it with only cone cargo rack.

And here is the ship that did it: Aries
Aries Maelstrom.png

Returning from the Maelstrom, it was not a pretty sight.
I still need the rest of the Tharg mats, and I guess for the caustic shards I'll have to dive into the maelstrom again, but at least these are mats not commodities, so even if my ship dissolves I only have to eat a rebuy and not lose all my progress.

Edit:
Done. Got the sinks. I did have to eat one rebuy, but that was my own fault because I was greedy and too impatient (to fully repair before going back in; I thought "oh 50% is plenty"). One time I actually was discovered and attacked by a Clops but I managed to shake him and go stealthy again. Now that that problem's solved, I'm done with Maelstroms for the time being.
 
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Hi, maybe i´ve just overlooked it in the recent post. But how much progress do Invasion systems lose if their not completed within one cycle? Is it like with the controllsystems which lose 33%.
I´m asking to look if it is worth taking efforts in Luggerates (Progress: 10%) or if we lose more progress then we generate.
Otherwise working in HIP 20577(progress 49%) and 70 Tauri (progress 48%) is another option which should be better, right?
o7 Cmdr
 
Hi, maybe i´ve just overlooked it in the recent post. But how much progress do Invasion systems lose if their not completed within one cycle? Is it like with the controllsystems which lose 33%.
I´m asking to look if it is worth taking efforts in Luggerates (Progress: 10%) or if we lose more progress then we generate.
Otherwise working in HIP 20577(progress 49%) and 70 Tauri (progress 48%) is another option which should be better, right?
o7 Cmdr
It is the same as Controls, so I wouldn't bother with Luggerates this cycle. Not only will you have to gain over 23% more progress to have any effect next cycle at all, it'll (probably) be a planetary port CZ next week and thus far easier to defend.
EDIT: Also worth noting that 20577 will only have a planetary this cycle, so it'll probably make things easier if as much progress is done there now. Unless you're not doing combat, in which case ignore this part.
 
I remember defending H Puppis twice, the planetary port of which had over 1.6 g; definitely it is a different challenge! Disabling Flight Assist becomes a more moderated choice which needs to be tended with moments of regaining lost altitude, and I think good boost acceleration has a greater role. In effect, beware the Krait 2 in that scenario—the assumption that an upward boost will increase altitude no longer holds, and it becomes much more important to watch the altitude rate indication.

If a shutdown field hits with 1.41 g, the total downward change in speed should be 415 before everything is restored, which should help decide the value of boosting upwards. While this may need checking to ensure it still works, remember also that an open docking request would prevent the shutdown effect!
 
Taking Mahlina back seems unlikely at this point, I don't think we can make the necessary 52% in 12 hours unless every last commander who has a gauss cannon comes here and fights like hell. Better gear up for those no-support AXCZ-s:)

Anyway, my carrier Better Than Who? (V0V-26V) is parked nearby at Col 285 Sector ZE-P c6-13 and is ready to provide tariff-free RRR to all commanders (though I don't have shipyard or outfitting installed as of now). Let's give 'em hell!
 
I'm not familiar with Scythes yet, anything special about fighting them?
Unfo I won't be able to chip in tonight BC I have to work tomorrow, like a pleb :/
 
Do Glaives show up at outpost CZs at all? I’m curious.
I'm not familiar with Scythes yet, anything special about fighting them?
Nothing special, no. Same size as a Glaive(roughly), they don’t have the anti-Guardian field, and their weapon seems to do more shield than hull damage(though you shouldn’t neglect it either).
 
I'm not familiar with Scythes yet, anything special about fighting them?
Scythes like to use the containment missile and if you have escape pods/passengers on board shoot a breach drone (basically a hatchbreaker) at you to get them out. ECM works against both. They don't shoot the breacher if you have shield up, and they won't use the lightning attack if you're shieldless. They don't have the anti-guardian field, shield or caustic missiles and are slower than Glaives at around 500 m/s. Same hitpoints and armor hardness as Cyclops, but no hearts or regeneration. Enhanced AXMC-s and modshards are best against them IMO. Overall easy to fight, but more mobile and nimble than both Scouts and interceptors.
 
I'm not familiar with Scythes yet, anything special about fighting them?
Unfo I won't be able to chip in tonight BC I have to work tomorrow, like a pleb :/
Scythes are worth a lot of progress compared to most bugs. Blasting a few then running away when their backup shows will probably be a viable strategy.
EDIT: They fire an FSD shutdown missile when attacked. They’re normally not (very) hostile until you shoot them, although they’ll attack you if you have escape pods or passengers. They don’t have hearts and aren’t that tough, so shouldn’t be too hard to take down.
 
Well, then the question is what their backup may be; Cyclopes don't worry me, but if it's the bigger ones that can throw a wrench in the gears.
 
If it's anything like the last damaged station, the backup is tons of interceptors that just keep coming. It's quite chaotic, and plenty of fun if you're into that kind if thing
Yup. I checked that outpost in Chinas and it’s the same thing. First Scythes, then some Scouts as well, then a couple of Cyclops, then more and more of everything and harder Interceptors come in. When I went in with a few other Commanders once, we got it to six Interceptors… including at least one Hydra.
 
I find it a little funny how the scenario that occurs when the actual conflict zone of a station disappears, is more chaotic and reminiscent of a war zone than the ‘CZ’ as a mechanic. Not that I mind too much, as it also makes evacs around those ports… a little more interesting than just getting an occasional interceptor roaming the vicinity(plus scouts if they find something to shoot at).
 
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