Elite Dangerous | Update 18.07 - 5th July 2024

The prior version sounds really EPIC and , well, dangerous. Any idea why it was changed?
As others mentioned, it was introduced over time. But if you want to you can still do these things. The mechanics are still there and the drops are as well. Just the cloud is less toxic and you couldn't get inside the red core cloud. Simply don't equip CSLs or corrosive cargo racks and grab a few caustic things and kill the mines for their drops. I forgot how many you needed of each but that information is probably out there to be found.
It was a fun activity full of lip biting and hoping you'd make it back to safety before caustic eats you up.
At either case, its practically impossible to get close now, and if you get close you are gurantueed to die.
Simply ignore all the other ships in the titan area, except for the titan. Don't attack anything that moves basically. Do your thing clogging the vents flip over to the other side hit the core, tanking the scout damage (and if unlucky interceptor damage) and go out into the asteroid belt once the core retracts. The goids won't follow you after about half way into the asteroid belt. If you are unlucky you might die yes, but that is just part of the deal. Respawn and repeat.
 
Greetings Commanders,

A new update will be available for Elite Dangerous Live/4.0 on Friday 5th July. This update focuses on improvements to the Thargoid War experience.

Release Schedule - Friday 5th July 2024

  • 7AM UTC/8AM BST - Server off
  • 11AM UTC/12PM BST - Servers back online*

*Please be aware that these are approximate timings and as such are subject to change.

Features of Note:

  • Ram Tah has been hard at work continuing his investigations of the Anti-Guardian Zone deployed by Thargoids. His most recent breakthrough now allows all Guardian Modules to have the Anti-Guardian Zone Resistance modification applied to them, without penalty.
    • The reduction to Guardian weapon damage has been removed
      • All weapons previously modified with the damage reducing modification have automatically received the improved modification
      • The AX Chieftain prebuilt ship is now delivered with the improved modification
Titan Multiplayer Improvements
  • A number of improvements to Titan instance stability & improvements to the Titan venting cycle
  • Reduced maximum number of Thargoid Ships within Titan instances
I dunno why but I can't get into the game. I validated the game files but still get to see this:

Screenshot 2024-07-06 041049.jpg


Screenshot 2024-07-06 041059.jpg
 
No problem entering the game on my side, but something must have happened this morning because I had to wait for the "Star Systems Regeneration" thing at the beginning.

testjlf.jpg
 
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I think the time between the Titan vent being closed and the core being exposed is getting shorter.
Is it just me?
 
Greetings Commanders,

A new update will be available for Elite Dangerous Live/4.0 on Friday 5th July. This update focuses on improvements to the Thargoid War experience.

Release Schedule - Friday 5th July 2024

  • 7AM UTC/8AM BST - Server off
  • 11AM UTC/12PM BST - Servers back online*

*Please be aware that these are approximate timings and as such are subject to change.

Features of Note:

  • Ram Tah has been hard at work continuing his investigations of the Anti-Guardian Zone deployed by Thargoids. His most recent breakthrough now allows all Guardian Modules to have the Anti-Guardian Zone Resistance modification applied to them, without penalty.
    • The reduction to Guardian weapon damage has been removed
      • All weapons previously modified with the damage reducing modification have automatically received the improved modification
      • The AX Chieftain prebuilt ship is now delivered with the improved modification
Titan Multiplayer Improvements
  • A number of improvements to Titan instance stability & improvements to the Titan venting cycle
  • Reduced maximum number of Thargoid Ships within Titan instances

Hey Paul,

The engineering menu allowed me to anti guardian field protect my Guardian HULL Reinforcements, but it doesn't seem to be doing anything. I had assumed if it was possible, it would do something. Would you mind asking what exactly it does, on the guardian hull reinforcement?

To clarify, this question is because Guardian Hull Reinforcements don't actually HAVE integrity, and as such have ALWAYS been immune to the AGF.
 
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The engineering menu allowed me to anti guardian field protect my Guardian HULL Reinforcements, but it doesn't seem to be doing anything. I had assumed if it was possible, it would do something. Would you mind asking what exactly it does, on the guardian hull reinforcement?
I'd assume it does nothing as GHRPs are already immune. And we really, really don't want that to change, do we?
 
I guess this answers the question.
View attachment 396528
I've seen similar and more complete pictures from other commanders as well. It turns out all modules except modified weapons.
I always think that everything is done for a reason and there must be an explanation that we are not told. And in the case of damage restoration is more or less understandable purpose, but as for the other modules - I do not understand.

Why ? Of all the modules only the module amplifier is still worthy of attention, all the rest why ? I don't understand.
 
I heard that you can apply the protective effect to the guardian hull reinforcements too, that seems like a waste as they don't have an Integrity stat..
I'd personally mostly bother to apply it to weapons(the shard cannon in particular, even if it is a lot less potent overall than its modified counterpart)...

... but I don't seem to be having much luck with getting the Tactical Core Chip to drop from Revenants around a spire site, and I had a close shave with three Banshees chasing my Scorpion on 26% integrity and the shields down while some Revenants wanted in on it as well. I did lose them, but only have one TCC drop to show for it and at least a dozen kills yet.
 
Hey Paul,

The engineering menu allowed me to anti guardian field protect my Guardian HULL Reinforcements, but it doesn't seem to be doing anything. I had assumed if it was possible, it would do something. Would you mind asking what exactly it does, on the guardian hull reinforcement?

To clarify, this question is because Guardian Hull Reinforcements don't actually HAVE integrity, and as such have ALWAYS been immune to the AGF.

I was hoping they would somehow improve interdiction escape or shield the ship from HUD interference in Hip 22460 myself. (Nudge nudge, wink wink FDev)
 
I'd personally mostly bother to apply it to weapons(the shard cannon in particular, even if it is a lot less potent overall than its modified counterpart)...

... but I don't seem to be having much luck with getting the Tactical Core Chip to drop from Revenants around a spire site, and I had a close shave with three Banshees chasing my Scorpion on 26% integrity and the shields down while some Revenants wanted in on it as well. I did lose them, but only have one TCC drop to show for it and at least a dozen kills yet.
Well the weapons have been changed for a long time and there is no question about it.

As for chips I took them (it's easier for me) from Cutter in the spire zone with a banshee.
6 missiles do their job quickly and you can always fly away for repairs to the side.

In general, in my opinion, chips are the easiest to obtain.
 
Well the weapons have been changed for a long time and there is no question about it.

As for chips I took them (it's easier for me) from Cutter in the spire zone with a banshee.
6 missiles do their job quickly and you can always fly away for repairs to the side.

In general, in my opinion, chips are the easiest to obtain.
Yeah, I was reminded (on Discord) just spamming missiles at the ground and then using limpets is the simplest way, but I forgot about it - and doing it in a Scorpion was probably more fun anyway. Definitely learned a thing or two doing it, too. Like that the Banshees sort of have a missile point defense system built into them. Revenants also go down to the surge repeater of the vehicle pretty quickly.

I have 15 now, so that should hopefully be enough for anything I would need/want to render immune to the field.
 
Yeah, I was reminded (on Discord) just spamming missiles at the ground and then using limpets is the simplest way, but I forgot about it - and doing it in a Scorpion was probably more fun anyway. Definitely learned a thing or two doing it, too. Like that the Banshees sort of have a missile point defense system built into them. Revenants also go down to the surge repeater of the vehicle pretty quickly.

I have 15 now, so that should hopefully be enough for anything I would need/want to render immune to the field.
There was something that needed two of each, can't remember what.
 
If I time it just right, I can get about 12.5M CR per run with the AGF Shards, where I was getting just shy of 10M CR with the Sirius AX Missiles.

In general, the missiles are a lot easier to use, while the shards are very hot and require you to get in close.

As a side note, even if you COULD engineer modified guardian weapons, AGF is a blueprint, and adding a new blueprint overwrites any previous engineering.
 
If I time it just right, I can get about 12.5M CR per run with the AGF Shards, where I was getting just shy of 10M CR with the Sirius AX Missiles.

In general, the missiles are a lot easier to use, while the shards are very hot and require you to get in close.

As a side note, even if you COULD engineer modified guardian weapons, AGF is a blueprint, and adding a new blueprint overwrites any previous engineering.
I fly the FDL with no hull repairs. I usually have 5-6 passes before I realize I need to leave.
(not a cold ship)
If you fly with hull repair, you can make so many passes until you get bored.
 
If I time it just right, I can get about 12.5M CR per run with the AGF Shards, where I was getting just shy of 10M CR with the Sirius AX Missiles.

In general, the missiles are a lot easier to use, while the shards are very hot and require you to get in close.

As a side note, even if you COULD engineer modified guardian weapons, AGF is a blueprint, and adding a new blueprint overwrites any previous engineering.
I did some tests today with the regular Guardian shard cannons modded with the new Ram Tah AGF, and can also confirm that they can deal higher damage than AX Sirius missiles for Titan bombing.

20240707113817_1.jpg


Other advantages of shards over missiles are that they seem to deplete ammo slower (allowing for more runs before having to leave for restocking), and are easier to use against Scouts, Hunters and Interceptors. I personally did not have any issue with heat, maybe because of a beam laser with thermal vent that I was firing at the same time. Their major drawback as Torrle mentioned is their quite short range (1.7km, but in practice you will have to get even closer to the target to maximise damage because of the pellet spread). This makes repositioning near the core after bombing the vents much trickier than if you are using missiles.
 
Ok, let me get this straight..
Dev post confirms every guardian module means “every”
But then it turns out the useful guns we would want to apply this to still aren’t included in the “every” that was confirmed, and on top of that the mod is able to be applied to GHRs….

Can we just get this bug fixed already and make this an experimental effect and be done with it?
This is embarrassing.

To explain this to frontier from the perspective of a player taking part in the thargoid war: the Ram Tah mod is not something to care about for Titan attacks; not really. The difference between 6 and 12 million bonds of damage doesn’t matter. By then the player is already able to do what needs to be done to the Titan without guardian modules.
The concern is actual thargoid combat and conflict zones, in particular.
The Ram Tah mod is about fixing the broken game balance which the glaive introduced and which to this day still prevents high and very high intensity AX CZs from being completable.
The mod is pointless if we can’t apply it to all the useful guardian guns.
Either remove glaives from CZs and other instances that don’t have landing pads for repair, or let us immunize our combat ships somehow. Otherwise those instances are off limits and may as well not be in the game.
 
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