The Titan Stratagem

@Paul_Crowther

It just occured to me there is a Titan out there that is like 300,000+ light seconds away from the primary. Is Fdev planning on moving this Titan or are players actually going to have to fly out 20-30 minutes each time they want to fight it? Because that's a good way to ensure that one Titan will stay because players won't want to do that.
 
@Paul_Crowther

It just occured to me there is a Titan out there that is like 300,000+ light seconds away from the primary. Is Fdev planning on moving this Titan or are players actually going to have to fly out 20-30 minutes each time they want to fight it? Because that's a good way to ensure that one Titan will stay because players won't want to do that.
It's 37K Ls and only takes a few minutes.
 
It just occured to me there is a Titan out there that is like 300,000+ light seconds away from the primary. Is Fdev planning on moving this Titan or are players actually going to have to fly out 20-30 minutes each time they want to fight it? Because that's a good way to ensure that one Titan will stay because players won't want to do that.
It's 37K Ls and only takes a few minutes.
And it's also the one with the weakest control structure (by a substantial margin!) of the ones currently sitting at Maximum resistance, so it's likely to be the fourth target once Oya is gone whether people like the supercruise distance or not.
 
And it's also the one with the weakest control structure (by a substantial margin!) of the ones currently sitting at Maximum resistance, so it's likely to be the fourth target once Oya is gone whether people like the supercruise distance or not.
There's enough scope for a new thread/flame war requesting better cosmetic rewards to compensate for the longer travel time.
 
There's enough scope for a new thread/flame war requesting better cosmetic rewards to compensate for the longer travel time.
FDev should offer a free Anaconda mk3 to whichever Commander matches the time FDev preselected as the bogey time for the run. Bogey time and winner and runners up to be announced later.
 
@Paul_Crowther

It just occured to me there is a Titan out there that is like 300,000+ light seconds away from the primary. Is Fdev planning on moving this Titan or are players actually going to have to fly out 20-30 minutes each time they want to fight it? Because that's a good way to ensure that one Titan will stay because players won't want to do that.
Please stop assuming you talk for all players.

Hadad is the closest Titan to Imperial space. As an Imperial pilot defending my Empire, this has been my Titan of choice throughout the prior stages. I've been defending Muridoges, Vogulu and Neites mainly. I've gathered all my caustic materials there, I've learned to breach the pulse with the neutraliser there, I've sneaked in cold and collected full bins of Titan materials, right there. And I've not been the only one, I've met other players out there.

I was quite shocked when I discovered how much closer the other Titans were, it was like there was an easy mode option. The difference now that we are all taking the fight to the closer Titans, is that compared to many pilots flying in a straight line, and getting interdicted multiple times, I realise that I've had more time to work out flight paths that mostly avoid Thargoid interdictions (assume a hidden PVP player thargoid behind you, they never catch you when you are accelarating, or while you are turned enough so they are not on your tail)
 
Indeed the actual system layout per Maelstrom is very relevant here! Surprisingly few Commanders considered so much as the numbers of Thargoid systems before making projections regarding the Titan destruction schedule, and even fewer are watching the individual feasibilities.

When clearance is considered, M. Leigong becomes easiest by far and in almost every measurable way, delayed only due to popularity choices. The M. Taranis clearance actually was third-easiest, and the talk of M. Hadad is due to its place as the second-easiest¹. Its second-easiest place is in part due to having relatively few systems within 10 Ly, and a lot due to its final system HIP 30439—also its only system within 5 Ly—having a Spire site:
  • By definition, that negates any actual system strength HIP 30439 would have imposed.
  • Moreover, it negates also any need for strategic manipulation of the weekly peripheral systems; it will be quite fine to besiege HIP 30439 with no special planning.
  • If conducted, INIV is ready to deliver a full clear down to zero systems, as do several other Commanders who helped immensely to achieve results such as three at M. Leigong this week (week 68).
The Titan may be just under 40000 Ls from HIP 30377 A, but with zero systems it ought to enter meltdown as quickly as any! The other outcome is that Commanders leave the Spire site early rather than complete the Final Ten periphery, a case for which I claim then that the Supercruise distance must not have been not such a problem after all.

Also, Glaives interfere no longer!

1. Easiest as opposed to progressed; the shifting focus to the more tricky M. Oya follows its present system amount, itself thanks to Stellarnebulaproject defending it so well.
 
For myself I just hope those sampling HIP 8525 can delay their delivery to Wednesday (or at least a couple more days). I appreciate that it has to be taken but it has three of the remaining classic Revenant sites.
Good times.
Saunders.jpg

cmd.jpg

farewell.jpg
 
They all should be moved adjacent to the system star, I mean, it is unkind to expect players to fly their spaceships in a space game... You don't have to do that in Starcraft, after all! 😭
That would actually look very cool and different with a bright star piercing through the fog,

The extra travel time will tilt many people, even if it's not significantly longer because it's boring even if you get chain interdicted by interceptors dozens of times on the way there instead of just 5-7. It's maybe ok to have long travel times for an one-time trip/activity but not something people are expected to do repeatedly and when they want to do a specific thing that's not a-b trading.

The Starcraft campaign actually somewhat suffers from that because it has many unskippable mid-mission cutscenes that just pause the game and have characters talk at you for minutes. Speedruns have tricks to skip those.

Starcraft multiplayer actually also possibly suffered from this and had it's starter worker count changed from 6 to 12 along the way to up the pace. So it's not a good analogy here.
 
Starcraft multiplayer actually also possibly suffered from this and had it's starter worker count changed from 6 to 12 along the way to up the pace.
Oh, has Bethesda added multiplayer to Starfield? That's great, hopefully they can now do so for Fallout 4 & Skyrim!
Of course, if it is just a community mod, it just isn't relevant.
 
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Took me a while to figure out what you meant by "SCA". :ROFLMAO:

I removed that from all my ships after maybe a month of first play. Never regreted it.
I generally only have it on one ship now - long-range explorer which is so unlikely to be attacked the chances of interdiction might as well be zero.

Why people would bring it into an active war zone is a bit odd to me.

Oya's SC distance also never really bothered me that much. I picked it as my 'go-to' Titan early in the war, rather than to stick around Indra or Taranis, not that I can remember a reason beyond 'It had enough of a coordinated defense focus without it just getting piled on by everyone'. And it really didn't seem that bad - Krait also builds enough distance to a Glaive if you do the heatsink + silent running trick(even just a heatsink may work, in my experience... but you want to be sure) to low wake again before it begins to speed up. And I guess not flying in a totally straight line all the time after seeing it suggested somewhere around these parts, but even going off the 'shipping lane', so to speak, seemed to do something to reduce interdictions by a decent amount until final approach.

Hadad? Only been there once. Wasn't that painful either, though(contrary to my expectation). Don't think it is that big of a deal. And Glaive interdictions got whacked out of existence - so there's really no obstacle besides time input.
 
Some contend that supercruise is boring and nothing ever happens. :)
I can outrun the interdicting basilisks/cyclops by submitting and boosting away in my slow 370m/s conda because they get hard dropped and take a while to be able to accelerate to catch up. It's on the slow end of ships that can get away without doing anything but "boost forward and press the low wake key when the 5 second cooldown is over". It's boring because interdictions are just an annoyance and nothing interesting can happen there - even with the now-removed glaive interdictions that you were forced to fight unless you bring special gear.

Unavoidable random encounters with common enemies that you just flee from with almost no risk are worse than nothing eventful happening.

Oh, has Bethesda added multiplayer to Starfield? That's great, hopefully they can now do so for Fallout 4 & Skyrim!
Moving the goalposts, you said Starcraft before! :p

But the speedruns of starfield also do some chair-glitching to skip the landing scenes iirc which just shows that fast travel can never be too fast once you go down that route.
 
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