Enhance Thargoids

Thargoids are currently subject to extreme synthesis and hit-and-run strategies which makes it extremely boring and easy. A simple enhancement as of "bilogical developement and mutation" or "adaptability" could solve this.

Whenever Thargoids have a shield they consume their shield strength after a set amount of time (maybe 30 seconds) to increase the resistance or hitpoints of the remaining hearts. This means each time a space flower loses a wing/heart and builds up a shield they will become way more tanky in case you ignore and just run away to synthesize and kite and simply be a coward. This works while being under fire so high DPS is required to negate this enhancement, meaning you need to stay in combat to not be outscaled.

A good start would be to atleast double the hitpoints for each heart up to four times the amount of hitpoints combined with guardian resistances for higher ranked thargoids (Medusa+) if all shields didn't recieve any damage.

I have zero expectations and hopes that this will even be considered since we can't even get rid of the arbitrary and stupid "max 4 guardian/experimental weapons per ship" nonesense but hey, atleast we don't just accept dumb game mechanics and actually still care for improvement. Silencing and accepting issues is failure and should never be done.
 
I still haven't managed to kill a Thargoid, because of the lack of gimballed weapons and limited ammo.

And skill. :p

Limited ammo, yes. You could always mount 4 gauss cannons and a huge load of heatsinks but after all it is the "running in a straight line" that is most effective against thargoids. Or in other words it is not fighting that is best during thargoid combat.
 

Guest 161958

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Yes I would love to make them harder.

The point is, it is clear that fdev wants thargoid hunting to be a squadron / wing activity and I agree with them.

Making them way harder and releasing the ax limitation or guardian weapon engineering will eventually come with the narrative.
 
Judging by this thread It is clear OP hasn't soloed anything above a Cyclops, and wants to subtly trash talk the AX community.

Current interceptors are fine the way they are thanks.... perhaps maybe boast about this when you have proof of soloing an "easy" Hydra without using the "coward" tactics mentioned? :D
 
Fighting them in a wing is fun, but there are some nasty bugs. Soloing the bigger Thargoids isn't particularly easy; there are only a few people who have soloed the Hydra, for example and not a million who have soloed Medusae either.

Also, I'd like to point out that running in a straight line isn't really how it's done, other than it being a popular way to kill the swarm.

Also, also, although I'm not a fan of the 'experimental' weapon limit either, not having that limit would be a huge buff to the larger ships.

For all your AXI needs: https://discord.gg/gZbAWCF
 
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Most people never killed something bigger than a Cyclops. Barely anyone charges Basilisk, Medusa or even Hydra.
Yet here are people demanding them being harder. Where are all your videos of soloing Medusa/Hydra during sleep with just one hand? :rolleyes:

Such nonsense....
 
I'd be happier if you could use normal weapons instead of "special" ones.

This is what's needed if they were able to be attacked with any weapon then it would be war. Even in Elite Thargoid "Motherships" could be hit with pulse lasers not just the scouts :)
 
You can safely ignore the OP, because has doesn't have the slightest clue what he is talking about. He doesn't understand synthesis is required for everything above cyclops. Furthermore, he would go to the rebuy screen fast with even a basilisk, as it is, if he tried to sit there an tank it instead of the "boring and easy" hit and run....LMAO. People who have never fought anything bigger that a cyclops (if he even did that much) have no business recommending changes they don't understand. For example, he wants to buff the strength of the interceptors, especially the "Medusa+" (OP-the only thing bigger than a Medusa is a hydra, at least learn what the interceptors are called and how many types there are before suggesting everything be reworked), but synthesis cowardly. Any interceptor other than the cyclops, requires syth for heat sinks and flak at a minimum and while it is possible to kill a medusa with 4 gauss without synthesizing new gauss ammo, unless you hit almost all your shots, you will need to synth gauss too. Increasing the health of the goid only makes synthesis more needed. He also doesn't know that there is an enrage timer on each heart and all this buffing he wants to do will result in a constant engaged state. The list goes on but he clearly was sick the day they taught thargoid tactics. the only thing he does have right is the arbitrary experimental weapon limit should be lifted. This is especially the case now that thargoid CZs are coming in 3.3. Lifting the limits won't do much for small and medium ships but for large ships, it will allow them greater flexibility in the CZ. For example they could have both a gauss and ax multi loadout so they could use the ax multis on the scouts and save the gauss for interceptors.

The most important thing Fdev needs to do with thargoids is fix all the bugs we have reported. Most of these have been reported multiple times for at least 8 months now. Once they get that sorted, then they could introduce new thargoid content that hopefully isn't just another bigger interceptor with more hearts and swarm but rather something new that plays differently than the interceptors.
 
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