I just used reverse thrust on my Beluga.On previous trip, when I lost my cargo, I attempted to hit one of the Scythe. Those things are super agile and my ship is everything but. LOL
I lost dozens Friday. PTSD.
Enhanced anti-xeno multicannons, buy them from any rescue megaship. They come in gimballed version so you can throw them on a Clipper without much of a concern.Yawn. This rescue-escape gig is getting kinda boring now![]()
I need guns! Fire! Explosions!
Is there anything for Imperial Clipper that works without Thargoid/Guardian tech and can take down those hyperdicting Scythe things?
To use the ECM, wait until the hatch breakers attach and just tap the the ECM on, DO NOT HOLD THE BUTTON!!! With one pip to the system it will recharge ECM quickly long before they relaunch another even if you get jumped by 2 Scythes.People claim that ECM will stop the missiles hitting you, but my experience disagrees so I'm probably doing it wrong.
You only need a single one, just tap it when they attach.I'm running a Keelback whose top speed is just shy of +389 and bristles with 3 ECM. Had a single PD before but it was quite ineffective in stoping those damn limpets. Two PDs didn't help much either.
2 ECMs are enough to keep the missiles & limpets off you but in case of a mistimed ECM blast, the 3rd one is a lifesaver
I have to say, seeing injured passengers in pods captured by Thargoids is among the top unpleasant experiences I've had in ED![]()
You can out run them if you run away from them early enough, but why bother, the drives will still reboot fast enough,.That might be where it's going wrong for you. The ECM trigger can be released at a specified range to take effect and only needs the missile to be within it to throw off target lock. Unlike the shutdown field neutralizer which requires being held down on use, ECM takes effect at whatever level it's charged to, on trigger release.
So if the Scythe missiles are within a kilometer you need to only charge ECM for one kilometer (or less) and release, which sends the missile off on a random trajectory. Then you just have to hope said random trajectory is still not going to hit your ship.
A. I think they go at around 750 like a standard human seeker missile (but the Thargoid FSD reboot missiles have a weird wobbly flight pattern which slows them down a little) and B. they are indeed guided missiles, otherwise ECM would not work on them.
No, the same.Are these hyperdictions tougher than previously encountered?
I could agree that one "maybe" is enough... but two is safer, the goal is to avoid getting hit, so... no worries about hatch or FSD reboot.You only need a single one, just tap it when they attach.
can happen that they fire missiles with asynchronous timing, and you have to add in the equation "reboot time" + "FSD charging time", best case with high-wake* is 10+15 sec = 25 sec versus a 30 sec Goid's Missile CD, it left a 5 seconds risky windows with two hunters and "out of phase" fire.With one pip to the system it will recharge ECM quickly long before they relaunch another even if you get jumped by 2 Scythes
SCO do not have "fast boot" applied by default, SCO is subject to 10 sec standard reboot, only FSDv1 (and past CG reward FSD) has fast boot pre-engineered.And don't worry about the reboot missiles, there is a long cool down between them and even a standard drive will still boot faster than they can send another. If you are running an SCO it already has fast boot applied.
I wasn't sure about the SCO, but, whatever, it's just not an issue, read on for the reason...I could agree that one "maybe" is enough... but two is safer, the goal is to avoid getting hit, so... no worries about hatch or FSD reboot.
It seems to me that your approach is "I'm staying and fighting" and shaking off the Hatch Breakers, legitimate but not applicable for everyone use case.
I think Kira and Tifu given good tips, reliable in all situations.
can happen that they fire missiles with asynchronous timing, and you have to add in the equation "reboot time" + "FSD charging time", best case with high-wake* is 10+15 sec = 25 sec versus a 30 sec Goid's Missile CD, it left a 5 seconds risky windows with two hunters and "out of phase" fire.
*low-wake is 5 sec but can have mass-lock issue, and loooonger charging time.
SCO do not have "fast boot" applied by default, SCO is subject to 10 sec standard reboot, only FSDv1 (and past CG reward FSD) has fast boot pre-engineered.
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Are you running a caustic sink? I can't remember if the vett will out run the scouts, but you can run off, the scouts will lag, and the Scythes will be dead shortly after, before the scouts arrive.Okay, so a combination approach has made the last hyperdiction successful - no losses.
I put 5 pre-engineered Enhanced AX Multicannons on my Vette, 1 ECM, and then had to up the power plant one grade to power it, but still running cold.
Got pulled and immediately deployed weapons, targeted the Scythe and opened up on it. I ignored the missiles but when I got a message saying "foreign body attached" I would tap the ECM button just for a 100m or so and it prevented the hatch from being compromised. The 5 MCs minced the Scythe in short order, then I cleaned up the couple of Scouts as well and jumped away without any problems. Didn't even need the collector limpets to recover any pods.
Without shields, I was down to 85% hull but my evac Vette only has lightweight hull plus 2 HRMs all engineered for max hull points with deep plating, so not as much armour as a dedicated AX combat ship.
I believe you, in the past when the first Scythe/Glaive arrived I used a shieldless Phyton with a single ECM and AXMC, as I wrote it's a legitimate approach, everyone is entitled to their own style of play.I wasn't sure about the SCO, but, whatever, it's just not an issue, read on for the reason...
As for everything else, I can the you I have done dozens of these rescue fights so I know what to do. I'll restrict my comments to Scythes because scouts are easy to evade and Glaives won't be be in until next week and are another ball of wax. For the record, I just killed 2 Scythes and 4 scouts in while carrying 30 escape pods and 62 passengers in my ax Krait with no shields and an armored value of ~ 3200. I did this without loosing a passenger or pod and arriving at the rescue ship with 96% Hull. I did a second run with where I killed 2 Scythes, delivering a similar amount of passengers and pods with no loss and 100% Hull.
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This is not a fluke, I love baiting and killing Scythes... I do it quite often.
have you tried a Phyton build? Old Phyton is very effective CSAR ship, combat ready with good optional for cargo/cabins.I running the FAS but I need more cargo than it has.
So like a special thrill ride extra for the price of a regular ticket, eh?They aren't tough, I would say. I just equipped my Beluga with 5 advanced AX cannons (and a Weapon Stabilizer, and a Xeno Scanner), and I killed everything relatively easily, then used collection drones to get all my passengers back.