three CG's at once???Maybe they will be simultaneous after all if there is no link between the stories there is no reason they have to follow in sequence.
are you mad???
three CG's at once???Maybe they will be simultaneous after all if there is no link between the stories there is no reason they have to follow in sequence.
Only slightly, after all I did redact the suggestion for CGs to build the new (Neo)Marlinist stations out in Colonia happening as well.three CG's at once???
are you mad???
Yes, that should be @Maligno. Have you heard about his epic solo fight with hydra + 3 basiliscs + 4 cyclops... In imperial clipper.Isn't there someone posting videos of taking out Thargoids with a Hauler?
Dang, dropped into a Threat Level 4 NHSS. Normally they're either 4-7 scouts or just a sensor. This one had a sensor and 2 scouts. I killed them, popped the sensor, and scooped up the bits, then another scout jumped in, followed by another. Popped them, and 3 more dropped in. This went on and one, with more and more taking turns dropping into the instance. Started with 310k in bonds, ended with 780k. So that means 48 scouts had entered the instance over about a 40 minute period (had to synthesis more AX MC ammo multiple times!) Has anyone else come across a NHSS TL 4 instance like this before?!
I think the problem is that the game makes "destroy the enemy" the only way to win, so Thargoids must be (easily) destroyable.
I was here. The problem was that there was no gameplay tied to the Thargoids being too hard. If you create a combat scenario where the objective is to kill your enemy, but then make the enemy unkillable, that understandably generates some salt. Had Frontier created scenarios where killing the Thargoid wasn't the objective, but rather protecting innocent ships for a duration of time while they escape by distracting the Thargoid (and yes, even wounding it), I think the community would have responded positively. This would allow the Thargoids to remain scary while also giving players a challenge they could actually "win".you must have missed all the salt when the Thargs first appeared about how they were too hard / invulnerable. Hence the speed up of all the AX weapons and iirc they also nerfed the Thargs at the same time. Frontier did exactly what the AX crew were crying for, welcome to the world players created, against Frontier better judgement.
I have a theory about that...I don't know about anyone else but I half don't want this CG not to fully complete.
Assuming the System will go into thargoid invasion mode if we fail; I would love to get mixed up in the Thargoid CZ's again or defend a megaship against scouts (like the Gnosis when it had been bug fixed).
It feels so long since we had that kind of content.
Sure it was three CGs running at once (Imp/Fed/All) that got the Witch Head stations put out there in the first place. Beautiful symmetry to have three parallel CGs to save their arses.three CG's at once???
are you mad???
It's all a false flag. It's now been proven that 'goid enzymes can be used to 'splode stations, so why not convoys of ships?
I'm beginning to think that Thargoids are too easy. Aren't they supposed to be a threat so terrible that evacuation plans were made to flee the Bubble? The Thargoids need an engineer of their own, so they can counter all our anti-Thargoid weapons.
Make Thargoids Great Again!
The mission states that 5 systems are under attack: Onoros, Lembass, Haki, Wellington and ShenveTier 4 reached. 23hrs-ish to finish the job. Which I wouldn't entirely rule out. (And then we'll see if my prediction of one system getting hit anyway checks out...)
I have done my first successfull Interceptor encounter in a Chieftain in a wing of two. I did only light engineering on PD and Drives and it was quite fun. Fast enough, maneuvarable and very good hardpoint placement for fixed weapons.With both Gauss Cannons unlocked and low engineering, what would be the best AX ship you guys think?...
I'm beginning to think that Thargoids are too easy. Aren't they supposed to be a threat so terrible that evacuation plans were made to flee the Bubble? The Thargoids need an engineer of their own, so they can counter all our anti-Thargoid weapons.
Make Thargoids Great Again!
With both Gauss Cannons unlocked and low engineering, what would be the best AX ship you guys think?
I only have the Vulture for combat atm.![]()
That would be cool. The thargoids could, however, choose to ignore you and just focus the objective and you can't do a thing about it. They don't die fast.I think the problem is that the game makes "destroy the enemy" the only way to win, so Thargoids must be (easily) destroyable. Wouldn't it be cool if instead there was a "hold the line" objective where you have to "distract" a Thargoid (and survive) for a certain number of minutes while a convoy of ships escape? Think of the evacuation of Hoth in ESB or the evacuation of the fleet from Cylons in BSG. But instead we basically have a fancy 3D version of Space Invaders, where the only game play is "kill as many aliens as you can", and that's a shame IMO. It's also one of the reasons I don't bother much with Thargoids in general.
Krait MkII is a great starter AX shipWith both Gauss Cannons unlocked and low engineering, what would be the best AX ship you guys think?
I only have the Vulture for combat atm.![]()
Maybe ...Need just under 1 billion credits in bonds per hour for the rest of the CG to hit Tier 5 and max that CG. It'll be close, but will be reached, at the current pace.