The "Quality of Life" Adjustment That's Not Even on the Roadmap, even as Thargoids Loom Larger

The "Quality of Life" Adjustment That's Not Even on the Roadmap, even as Thargoids Loom Larger

TL;DR: Having now seen some of the coming AX Conflict Zones, the implementation of these sites annoys me even more than the already exasperating Thargoid implementation. And what the evolution of this war effort screams for is either a weapons-effect adjustment or the removal of the exasperating four-AX-weapon limitation.

The long version:

First FDev introduces Thargoids. And with that Frontier manages to achieve one thing -- the Thargs are without a doubt the most challenging PvE combat content in the game. So the invasion addresses the ennui plaguing many combat pilots who've grown bored of the low-risk, repetitive combat within CZs and HazRES areas. But, annoyingly, the Interceptors require a completely unique build from any other combat build to fight effectively. So we sigh, and resolve ourselves to that bit of daftness and work it into our play.

Then AX weapons get nerfed (making Thargoid combat, for many soloists, a barely-break-even proposition, and putting the Interceptors beyond range of many in the combat community). But then we get Guardian weapons, and they become almost required to be really effective at AX Interceptor combat, and absolutely required for the tougher Thargoid ships. So now, we have to maintain at least TWO combat builds for each ship we want to fly against those challenges. ....Oh, and neither build is worth spit at doing the other type of combat missions -- you're either setup to fight humans, or Thargoids. :rolleyes:

Then Thargoid Scouts are introduced. And, sure, they CAN be killed by normal weapons if you don't care about flailing about inefficiently. But the optimal, most efficient anti-Scout build is achieved with a mix of regular and (pre-guardian!) AX (non-fixed) weapons that give high ToT and sustained DPS -- along with decon limpet controllers, and an AX scanner, etc, none of which are required of course for non-AX combat. So now combat pilots really need a THIRD combat build for each ship they want to fly against these three types of opponents if they don't want to settle for scrap payouts for their time and risk. And, of course, NONE of these builds are ideal or efficient at the OTHER TWO combat pursuits. <snort>

And now we have the implementation of these new AX conflict zones, which mix both Scouts and Interceptors, including the tougher interceptors that ONLY fall to the kind of Guardian weapons that do alpha damage ...and which aren't known for their high ToT, sustained-DPS.

Are you frakkin' kidding me? -- especially from the perspective of a pilot who flies without a wing? This now means I'm presented with in an environment where, due to FDev's unfortunate (insane? headcanon breaking?) choices of what weapons/ammo harms which opponents best, pilots fly into a high-risk, low-paying environment where the enemies require the capabilities of two different combat builds at the same time. Or an acceptance of huge compromises in one's combat effectiveness against one enemy type or the other. <snarl>

So you want to talk "Quality of Life" improvements? What really needs to happen is that at least SOME weapons are adjusted to become strong choices for more than one enemy type. Or the four-weapon AX limitation MUST be removed, so that we can field builds that are effective and efficient against BOTH Interceptors and Scouts.

But that's not on any roadmap I've seen...
 
I agree. Requiring different actual modules, different engineering on almost every module, plus weapons which are useless against human targets and largely unmodifiable, is a combination of kicks to the nuts that have kept me from doing anything serious with Thargoids.

Will be excellent zones for griefers.
 
Quickest method is to make all normal weapons at least work against Thargoids, and the AX/guardian stuff just be VASTLY more effective.

Lore reason is that Ram Tah has released ways to merge guardian tech with all conventional weapons.

This would be sensible.
 
Quickest method is to make all normal weapons at least work against Thargoids, and the AX/guardian stuff just be VASTLY more effective.

Lore reason is that Ram Tah has released ways to merge guardian tech with all conventional weapons.

+1

Human weapons > AX weapons > guardian weapons.
And no more 4x weapon limit, and please please please add some gimballed weapons!
A guardian plasma repeater, or guardian phase beam/pulse/burst laser or something, so I don't waste all my limited ammo on empty space. :p
 
Are you suggesting Sirius corp are justified and should continue to try and obtain Ram Tah's IP illegally?

"While the ALLEGED actions of Sirius Corp, if proven to be true (as opposed to GalNet propaganda!), might be seen as regrettable, one must understand that their actions might have been driven not only by pursuit of profit, but what many consider the best interests of humanity. Ram Tah's regressive and ironclad grip on IP that the human race desperately needs has cost and is costing untold thousands of lives every day. Valiant pilots across hundreds of star systems are dying needlessly as a result of being forced to defend humanity using weapons platforms that are evolving too slowly -- a result of Ram Tah's crystal palace approach to technological development, which places innovation over production. Sirius Corps' suggestion (and capability) to assist Ram Tah in order to drive BOTH innovation and production forward, should not have been rebuked.

"We're not saying that Rah Tah isn't serving the best interests of humanity, but we've always been a little suspicious of that extra joint in Ram Tah's appendages..."

...and please please please add some gimballed weapons! A guardian plasma repeater, or guardian phase beam/pulse/burst laser or something, so I don't waste all my limited ammo on empty space. :p

This alone would make the pre-guardian AX weapons a reasonable choice for both Scouts and (low-ranked) Interceptors. The same kind of upgrade to seeker capability for the old and currently obsolete AX missiles would bring those back into some semblance of usefulness. But I agree -- gimbaled Guardian plasma repeaters would open up Thargoid combat to a LOT of non-KBM pilots.

Will be excellent zones for griefers.

As we know, any mechanism that congregates pilots in ships with limited offensive capabilities (wrt to PvP efficacy) is a siren song to those who actually get their self-validation by preying on those who aren't in a ship that is PvP competitive. OTOH, this could be a great focus for G.A.R.D., if it fields a wing skilled at providing CAP for those AX pilots trying to defend their systems and the bubble.
 
Remove the 4 Weapon Limit = Massively increase the DPS vs Thargoids = make Thargoids easier to kill
Requests for Gimballed Weapons = Request to remove the need to use Fixed Weapons = make Thargoids easier to kill for Gimball Scrubs
Etc etc...

TL/DR
Please make Thargoids easier...I'm used to destroying hundreds of helpless NPCs in Res Sites/CZs I want to do the same with Thargoids
 
Remove the 4 Weapon Limit = Massively increase the DPS vs Thargoids = make Thargoids easier to kill
Requests for Gimballed Weapons = Request to remove the need to use Fixed Weapons = make Thargoids easier to kill for Gimball Scrubs
Etc etc...

TL/DR
Please make Thargoids easier...I'm used to destroying hundreds of helpless NPCs in Res Sites/CZs I want to do the same with Thargoids
.
That's the lowest and cheapest way of interpretation possible on what was written.
.
The gist of the posting is that you currently have to run completely different setups against human targets, big thargoids and scouts. You pick one of the three, you are weak or even completely helpless against the others.
.
Being able to have a setup which is reasonably good against all three kinds of targets would be very desireable. I think most of us wouldn't even mind if that would come in the form of new engineer blueprints or even more guardian unlocks for other weapons. We by now are used to that.
.
 
I agree. Requiring different actual modules, different engineering on almost every module, plus weapons which are useless against human targets and largely unmodifiable, is a combination of kicks to the nuts that have kept me from doing anything serious with Thargoids.

Will be excellent zones for griefers.

Don't really see why anybody would be surprised or upset at this.

That's the way almost everything in the game works.
You build a ship that's especially good at one thing and it becomes proportionally worse at other things.

Why would anybody think that goid-bothering shouldn't have any trade-off in the same way, say, trading or exploring does? [where is it]
 
Give me gimbals to fight thargoids and I join. I am not playing a video game in my free time to git gud at aiming fixed guns.
Yes call me scrub all the way you want. I am sure there are other more creative ways to make Thargoid fights fun engaging and challenging without this artificial immersion breaking forced pathetic excuse of "difficulty".
And if you dont like the gimbals dont buy them.

Reminds me of the nerd outcries in Starcraft 2 where we could finally automate resource gathering. Oh the horror. Casuals could enjoy the game? How dare they.
 
Remove the 4 Weapon Limit = Massively increase the DPS vs Thargoids = make Thargoids easier to kill
Requests for Gimballed Weapons = Request to remove the need to use Fixed Weapons = make Thargoids easier to kill for Gimball Scrubs
Etc etc...

TL/DR
Please make Thargoids easier...I'm used to destroying hundreds of helpless NPCs in Res Sites/CZs I want to do the same with Thargoids

I'm quite happy to be completely outnumbered by Thargoids, rather than some nonsensical imposed limit on AX weaponry to make the Thargoids artificially more difficult.

That said, with my gamepad, I can't hit the broadside of a planet with fixed weapons. Oddly I find fixed hitscan weapons even harder to use (I think I'm used to leading the target).
Some weaker but gimballed(and fixed/turret) weapon choices would be nice. Not asking for gimballed guass or anything.
 
What is the actual limit for? Is it for balancing purposes? So smaller ships can take on the large Thargoid ships (clearly shown possible on youtube) Whilst not making massive ships complete overkill?

Would be interested in what the actual experts think. Wheres that guy who chuckles all the time?
 
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The gist of the posting is that you currently have to run completely different setups against human targets, big thargoids and scouts. You pick one of the three, you are weak or even completely helpless against the others.

If you run an Exploration Ship in this game its weak or useless at Trading, at PVE Combat, at PVP Combat and Vs Thargoids

If you run an Trade Ship in this game its weak or useless at Exploration, at PVE Combat, at PVP Combat and Vs Thargoids

If you run an PVE Ship in this game its weak or useless at Trading, at Exploration, at PVP Combat and Vs Thargoids

If you run an PVP Ship in this game its weak or useless at Trading, at Exploration, sub-optimal at PVE Combat and Useless Vs Thargoids

But its a terrible game flaw that Ships outfitted for Thargoid Combat are sub-optimal at PVE combat (You can handle most NPCs anyway with Gauss and/or Shards and/or Plasma Charger anyway so i'm not sure its THAT big a deal)
 
What is the actual limit for? Is it for balancing purposes? So smaller small ships can take on the large Thargoid ships (clearly shown possible on youtube) Whilst not making massive ships complete overkill?

Might've been nice if they could manage to set it up as some kind of "soft" limit.

Bung up to 4 AX weapons on your ship and you'll be fine.
More than that and the Deuterium Radiation in the Flux Capacitors reaches critical-mass and your ship starts to take corrosive damage from the weapons, themselves.

Fit up to 4 weapons and you're fine.
Fit more than 4 weapons and you either need an AFMU to keep your ship working, you need a wingmate with healy-beams or you need to get in and out sharpish.
 
One of the reasons I drifted away from the game: When combat becomes more convoluted than the Crime & Punishment debacle you have to wonder who's actually planning all this out.
True, traders aren't good at fighting, that's why you should be able to hire escorts - NPCs or players (or get missions protecting trade routes).
 
Why we can't simply have different ammo for normal guns (we have to synthesis AX ammo anyway so normal Multi-cannon ammo doesn't work for the AX guns) this would allow people to switch between Thargoid combat and regular PvE or PvP if necessary without the need to nerf the lvls of difficulties.
 
TL;DR: Having now seen some of the coming AX Conflict Zones, the implementation of these sites annoys me even more than the already exasperating Thargoid implementation. And what the evolution of this war effort screams for is either a weapons-effect adjustment or the removal of the exasperating four-AX-weapon limitation.

<snip>

Your whole premise seems to be built on the idea that you don't need to plan or manage logistis to do completely different things in the game. It smacks of 'I want an uber ship' and general entitlement. If the thrgoids are the menace in the galaxythen they should be tough. That shouldn't just mean bigger shields, and bigger weapons, but also the ability to prepared to wage war.

Mostly All I read in this request is "Make thargoids easier to kill".
 
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