Anti-guardian field is so stupid. How do you guys not get this?

Any game mechanics that takes away the ability to have fun in the flow is bad game design imho. They should either take it off or make it so that there is a 15 seconds delay to weapons effectiveness I can live with that etc.

I have got AGF on all my weapons + modules after getting the tactical cores, fragments etc and that was fun but the average Joe CMDR may not like to do this and their gameplay loop is ruined - just bad!
 
Your strawman game is weak.

You understand that wasn't a strawman right? You do know what a strawman is right.

A straw man (also known as "strawman") argument is one in which the person sets up and then attacks a position that is not actually being debated.

So I would like you to show the position I set up and attacked because I did nothing but make a statement, you did the rest.
 
Yeah, needing special AX weapons for AX combat is not the most exciting way to go about it, but that's something we got used to. Specific locations with AG field is OK because it's pretty opt-in mission to go there. However, Glaives showing up and melting someone's weapons simply by existing is not. At the very minimum, they should at least hit with that lightning of theirs.
 
However, Glaives showing up and melting someone's weapons simply by existing is not. At the very minimum, they should at least hit with that lightning of theirs.
One improvement I’d have made to them is not melting players’ Guardian modules when they’re supposed to be safe inside of a docking bay in a station shielded from cosmic and stellar radiation… so unless the AGF is just some total magic it should not affect anything inside there either. It makes dealing with Glaives as a modshard user kind of painful when you lose over 20% of integrity just waiting for the pad animation to finish and get out of the bay at Jameson’s, right now.

But it’s probably a bit late for this kind of change. Maybe they could reduce the intensity of the field slightly instead of it being as powerful as that of a Titan, even if limited to ~11-12 kilometers in its effect radius. I wouldn’t see that as too complicated, while remaining wary about backseat developer comments. Especially knowing about Elite’s spaghetti code, changing that one number could well have repercussions elsewhere…
 
It's like the fun police showing up every few minutes to make sure we're not having a good time in AXCZs.
Just turn it off. Like.. release a hot fix later tonight that removes it from glaives. Why keep it? It doesn't improve the game in any way.
Oh noes, an alien race that was at war with another alien race for who knows how many millenia has developed a technology to damage and shut down the technology of those other aliens? How preposterous!

Thargoids are supposed to be tough enemies. They aren't even supposed to be weak npcs you can defeat by throwing a pebble at them. Deal with it.
 
I have done zero Thargoid stuff and no idea what this argument is about, so...

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You guys know what's worse, Elite ships are not as well built as layman's trucks & vans. Note how your ships gets total shutdown and modules wiped without AGF, but those trucks & vans continue to run inside the stations as if life was all hunky-dory oblivious to everything around...
 
You guys know what's worse, Elite ships are not as well built as layman's trucks & vans. Note how your ships gets total shutdown and modules wiped without AGF, but those trucks & vans continue to run inside the stations as if life was all hunky-dory oblivious to everything around...
That’s just because the trucks and vans are running on a technology so primitive that it is immune to the effects.

After all you can’t shut down a steam loco with a weapon that fries electrical and electronic equipment.
 
That’s just because the trucks and vans are running on a technology so primitive that it is immune to the effects.

After all you can’t shut down a steam loco with a weapon that fries electrical and electronic equipment.
Some of the earlier trucks that we still had in storage when I first joined up (army) came equipped with a starting handle and required no electrics to run.
 
At the very least they could put a range on it of like 3km so you have some chance to either move away from it, or actually find the glaive to kill it. As far as I can tell, the range is roughly infinite and survives relog.
 
At the very least they could put a range on it of like 3km so you have some chance to either move away from it, or actually find the glaive to kill it. As far as I can tell, the range is roughly infinite and survives relog.
I was thinking the same thing today. 2.5km was my idea. Inside the range of most Guardian weapon, but very far from effective range. Upon further analysis, the exact range doesn't matter so much because Glaives are so fast that they can control the distance in almost any fight. 3km is roughly the good distance, though.

I usually do AX in a wing of 2 to 4, favoring surface AXCZ with other CMDRs in them. By our observations it appears that Glaive's AGF affects one CMDR at the time, but it doesn't matter how far it is. Not so fun hiding in hangar with useless weapons and beg for my mates to kill the Glaives so that I can get out. Generally I'm pretty lucky and don't get the effect, but exterminate them with prejudice because I know someone has it.

It would be more logical if they had a bubble with a radius of X and everyone inside it would get affected. Must be some coding reason they did it like this instead.
 
Make it identical to the standard Interceptor shut down field; only that it melts Guardian tech, instead. It can be countered with a shut down field neutralizer. Now you have an effect and a counter; opportunity cost, risk vs. reward, skill-based (gotta time it just right while paying attention to the warnings / tells), trade-offs (do I bring the SDFN or an extra Heat Sink Launcher?, etc.)...you know...the things that make good gameplay by giving players some agency and choices.
 
It's like the fun police showing up every few minutes to make sure we're not having a good time in AXCZs.
Just turn it off. Like.. release a hot fix later tonight that removes it from glaives. Why keep it? It doesn't improve the game in any way.
Could not agree more. I’m fine with the Glaives being really fast and dangerous, with lots of missiles and lightning attacks, etc … but that “magic delete your weapons field” is just stupid.

I actually stopped playing AX stuff for a long time because it was too frustrating to have these weapons - that I’d worked hard for - suddenly become a liability.

Returned to AX for the recent Shin Dez shenanigans and, whilst it was fun, there were several occasions when I couldn’t even get out of the station with my weapons intact.

It just forces you to use MultiCannons, which are fine but a little boring compared to the ol’ Mod Plasma / Mod Shard combo AND because you can’t eyeball heart shots with gimballed weapons you have to carry a Xeno Scanner.
 
Returned to AX for the recent Shin Dez shenanigans and, whilst it was fun, there were several occasions when I couldn’t even get out of the station with my weapons intact.

It just forces you to use MultiCannons, which are fine but a little boring compared to the ol’ Mod Plasma / Mod Shard combo AND because you can’t eyeball heart shots with gimballed weapons you have to carry a Xeno Scanner.
I personally just toughed out the Glaives through a few repair cycles and/or NPCs killing them for me (especially after taking a good chunk of their hitpoints off with the shard cannons). Though I did also use a Krait which has the ability to get out of the mailslot and reach a Glaive before the weapons melt again, I imagine a shard-a-Conda would have more problems with the zippy little things.

I do also have a sort of hybrid setup for the Krait which uses either two (mod)shard cannons and three large multis, or inverted in terms of the numbers. Does actually work quite well, took on a Hydra with NPCs (only) in a low intensity CZ once and it was fairly easy (compared to that other time I attempted a Hydra takedown in that same CZ with all four shards and was at 2% hull on the final heart with caustic from a missile eating away at the hull, but a lifesaver decon limpet from an NPC allowed me to see it to completion). Did not feel like using this one at the Jameson CZ though so when I got Glaives I just had to do it the hard way.

... saying that, they would still be a fine enemy to include even without the AGF. They would do more if actually spawned alongside Interceptors - tougher ones, not the Cyclops cannon fodder that literally covers for 90-99% of spawns in station CZs - though, not sent in on their own where they mostly chip away at toughened hulls without inflicting particularly significant damage unless all three go for you at once (they rarely do, when they would do best as pack hunters... pun not intended).
 
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