Those Interceptors are something, aren't they? I won't even stick my nose into a Threat 8 anymore.
But Threat 5 & 6 are definitely doable.
I think someone has said this already, but Threat 5 has like 8 or 11 scouts.
When you get in boost away, FA-OFF, turn around and reverse thrust while scanning them all.
The kill order is:
- Regenerators.
- Inciters.
- Beserkers.
- Marauders.
Take out the Regenerators so that they don't heal the others.
Then the Inciters because they make EVERYONE attack you.
Then the Beserkers give a damage buff to all Thargies.
And finally mop up the rest.
I'd be interested to hear if anyone has tried leaving the Inciters alone on the premise that: ordering everyone to attack you is a defensive response; and not "just what they do".
I don't have any spare Situational Awareness to notice or experiment.
The other thing I've found tactically useful is to stay in reverse thrust.
With human NPCs if you keep reversing, they do the same and open up some distance.
The bugs don't seem to do that so much.
So I boost to close the distance, and then control my reverse speed to keep them in my sights.
The damage drop off on the AX cannons is pretty sharp. They're great under 1.2km; but you can be getting shots on with nothing happening if they're out past that range.
I had a look at this. Now - I am prepared to be wrong here, so AshenFox or Fretnox or someone combatty tell me I'm an idiot, BUT:
My understanding is that Module Reinforcement Packages don't get better with size.
I thought MRPs reduce the chance of a hit on the modules, and that maxes out at 3 MRPs.
So I would have thought that having all your small slots with MRPs would give you the max bonus, and then you could have one more Size 4 Engineered HRP.
Also looking at your build makes me realise I don't need an FSD interdictor in this context, so I can have another MRP or HRP myself. - Thanks.