CG predictions...

The corrosion is very bad. A single thargoid item can take out your canopy in 20 hits.

That might not seem too bad, but it means 20 or more unshielded thargoid items will one-shot your canopy, and AFMUs can't save you at that point. It'll also wreck many more subsystems in a single hit, such as cargo hold and the like, so you're highly likely to lose all those items unless you plan accordingly and have good actions-on planned.

For reference, my record number of unshielded items carried at once was around 30... the risk comes from the time taken to gather that many. By the time i reached my target, most subsystems were at 10-30% integrity, if not destroyed outright.

The CG text notes that these CRCRs will be "... needed for the next phase of Palin's operation" so i can only anticipate that there will somehow be a need to transport multiple hundreds of items... though since there's no ready source of that many at once, I'm not sure how this will play out.
Thank you. So I better set the time aside today or tomorrow to kit my Cobra IV out accordingly.
 
The corrosion is very bad. A single thargoid item can take out your canopy in 20 hits.

That might not seem too bad, but it means 20 or more unshielded thargoid items will one-shot your canopy, and AFMUs can't save you at that point. It'll also wreck many more subsystems in a single hit, such as cargo hold and the like, so you're highly likely to lose all those items unless you plan accordingly and have good actions-on planned.

For reference, my record number of unshielded items carried at once was around 30... the risk comes from the time taken to gather that many. By the time i reached my target, most subsystems were at 10-30% integrity, if not destroyed outright.

The CG text notes that these CRCRs will be "... needed for the next phase of Palin's operation" so i can only anticipate that there will somehow be a need to transport multiple hundreds of items... though since there's no ready source of that many at once, I'm not sure how this will play out.
I guess MRPS must soak some of the damage then

Edit, having had a look, no they don't, other than being an additonal module to get a hit. I can only assume it's the stack rate. 64t blew out my canopy pretty quickly. Either that or it's random chance which module gets it and I just happened to have it pick all high integrity modules

Edit 2: went back and checked the recording, I had 33 samples with a single class 4 and a regular class 6 rack, so 17 over the resistant capacity, was getting the corrosion alerts for at least quarter of an hour after the 17th item was picked up. Didn't even get a crack on the canopy. I was more woried about the hatch failing and dumping them during supercruise.
Guess there was an element of luck
 
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I guess MRPS must soak some of the damage then
Nope, they definitely don't, though, they just get treated like any other module.

In that regard, fill any empty slots you have with weapons, whether they're weapons, scanners or what-not, anything that can take damage. That's the only protection you can give yourself; increasing the pool of random modules that can be hit.
Edit, having had a look, no they don't, other than being an additonal module to get a hit. I can only assume it's the stack rate. 64t blew out my canopy pretty quickly. Either that or it's random chance which module gets it and I just happened to have it pick all high integrity modules

Edit 2: went back and checked the recording, I had 33 samples with a single class 4 and a regular class 6 rack, so 17 over the resistant capacity, was getting the corrosion alerts for at least quarter of an hour after the 17th item was picked up. Didn't even get a crack on the canopy. I was more woried about the hatch failing and dumping them during supercruise.
Guess there was an element of luck
So, a couple things to note.
- If corrosive damage happens during the supercruise countdown (and lose control of the ship), it won't actually damage anything. That's a key principle of how I did this. If you time things right, you'll never take damage when jumping

- Corrosive damage picks a single, random module and applies all damage to that one module. That's why 20 or more is lethal when it comes to canopy damage. If it hits the canopy, it's enough to one-shot the canopy.

- When you're transporting in the bubble, you're right, cargo hatch failure is the biggest risk. If you're in supercruise and get a cargo hatch failure, emergency drop from supercruise... it drops you out and damages you sure, but it cancels cargo being dumped. If it happens again while your FSD is cooling down, at least you can rescoop them.

- On that note, the most dangerous period when transporting corrosives is the journey in supercruise to the station, and when docking, for a couple reasons.
1. You can't "cancel" the damage like when jumping between systems
2. If you get interdicted, and your hatch fails mid interdiction, you can't do anything about it... submitting is too slow to prevent cargo loss.
3. If your hatch fails while docking... heh... yeah.... have fun with that.
 
In his defense, he's not wrong re: the Marlinists and the Galactic Summit.
Indeed. We said at the time that it was a cheap way to launder his reputation.

LYR said:
Ever since the Battle of Achenar and the widespread conflicts of the 2300s, our neutrality has allowed us to mediate between the Empire and the Federation on many occasions
That's an interesting way of putting Sirius' behaviour in prolonging that war but I guess technically true...
 
Nope, they definitely don't, though, they just get treated like any other module.

In that regard, fill any empty slots you have with weapons, whether they're weapons, scanners or what-not, anything that can take damage. That's the only protection you can give yourself; increasing the pool of random modules that can be hit.

So, a couple things to note.
- If corrosive damage happens during the supercruise countdown (and lose control of the ship), it won't actually damage anything. That's a key principle of how I did this. If you time things right, you'll never take damage when jumping

- Corrosive damage picks a single, random module and applies all damage to that one module. That's why 20 or more is lethal when it comes to canopy damage. If it hits the canopy, it's enough to one-shot the canopy.

- When you're transporting in the bubble, you're right, cargo hatch failure is the biggest risk. If you're in supercruise and get a cargo hatch failure, emergency drop from supercruise... it drops you out and damages you sure, but it cancels cargo being dumped. If it happens again while your FSD is cooling down, at least you can rescoop them.

- On that note, the most dangerous period when transporting corrosives is the journey in supercruise to the station, and when docking, for a couple reasons.
1. You can't "cancel" the damage like when jumping between systems
2. If you get interdicted, and your hatch fails mid interdiction, you can't do anything about it... submitting is too slow to prevent cargo loss.
3. If your hatch fails while docking... heh... yeah.... have fun with that.
Apparently I've been incredibly lucky. Other than today, - when I loaded 64t and it blew out the canopy before I'd moved far enough to put in a return docking request - I've gotten away with all kinds of reckless behaviour. I even got it while sampling a Cyclops and not only did I stick around to finish of my limpets, I roughed it up a bit as a leaving present.

Will definitely be giving the stuff more respect from now on
 
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SYSTEMS OVERRUN BY THARGOIDS​

21 APR 3308
Pilots’ Federation ALERT
Thargoid fleets have invaded the Didio, Novas and Sosong systems, placing over ten billion lives at risk.
Local security services in all three systems have reported overwhelming numbers of hostile Thargoid vessels. Several starports have been directly attacked with caustic enzyme weapons, and the combined death toll is already in the hundreds of thousands.
Didio, Novas and Sosong are members of the Alliance, Empire and Federation respectively. Three admirals have been selected to mount a defence: Henry Paul Atherton of the Imperial Navy, Maxton Price of the Federal Navy and Rachel Ziegler of the Alliance Defence Force.
However, it will be days before each can marshal sufficient forces. Therefore the factions Emperor’s Grace, LTT 4772 Alliance Mandate and Union of Sosong Democrats have sent out emergency calls for assistance to all independent pilots.
With Aegis now officially disbanded, its fleet is being temporarily operated by Frontline Solutions. The combat logistics corporation has made the ships available with a volunteer pilot force, which will support the superpowers in systems invaded by Thargoid fleets. Sources indicate a more permanent solution is being sought, as Frontline Solutions CEO Imogen le Ray is believed to be resistant to a long-term commitment of her company’s resources to the anti-xeno effort.
The Alliance, Empire and Federation are currently liaising with Salvation, whose unique weaponry has proved effective against Thargoid incursions of similar magnitude. As yet, Salvation has made no public statement.
 
PSA

They just announced in the livestream that the Thargoid materials collected so far will NOT help for the upcoming CG next week so people should stop wasting time gathering them.

They may help in the future though.
 
PSA

They just announced in the livestream that the Thargoid materials collected so far will NOT help for the upcoming CG next week so people should stop wasting time gathering them.

They may help in the future though.
I still enjoyed puzzling out what was happening with them so I'm not too upset, glad I got distracted by the booze cruise though.
 
PSA

They just announced in the livestream that the Thargoid materials collected so far will NOT help for the upcoming CG next week so people should stop wasting time gathering them.

They may help in the future though.
So moved it Materials (collect after killing scouts) or other thargoid salvage or dumped it fully till later..
The others are a lot easier to get...
 
PSA

They just announced in the livestream that the Thargoid materials collected so far will NOT help for the upcoming CG next week so people should stop wasting time gathering them.

They may help in the future though.
Ahahahah!

As expected - my prediction is that they will switch to the stuff around the Thargoid bases - Carapace / Biologic Samples etc for a classic Graphite relog-fest.

Predictable outcome. Now where is my stash of 'I told you so' memes :ROFLMAO:
 
Ahahahah!

As expected - my prediction is that they will switch to the stuff around the Thargoid bases - Carapace / Biologic Samples etc for a classic Graphite relog-fest.

Predictable outcome. Now where is my stash of 'I told you so' memes :ROFLMAO:
Will test Belly up collection on planets but if I remember correcly its way worse due to the circle design site... (y)

If its space items the respawn scout instance won't need relogs... ;)
 
I think @Factabulous , @Jmanis , or @Raxiel reported intakes of 200/hr and/or 100/hr and I'm trying to figure out how that works.

I'm guessing a Cutter but where are you getting targets that stay around for that long? Would that be an NHSS or AX combat zone? More importantly are these locations viable if you don't want to do AXI combat to clear it down to the last target?

Currently I'm using a cold Clipper with 96 cargo firing 10 limpets a go. I'm relogging at a permanent Distress call, avoiding any agro on the target for the entire sampling process. Typically get 2 sets of limpets into a target before they warp out with 12-15 returns. Between the relogs, typically get two targets before needing a carrier reload. I maybe managed 60/hr once I had the technique down.

To get 200/hr you'd need to have all 10 limpets engaged and sampling the entire session with targets present for the entire hour and probably close to 300 limpets in the hold to last the hour. Just not sure where to keep a Thargoid engaged for that long, while not having to break from research to do combat or simply preserve your life.

/genuinely curious o7
 
I think @Factabulous , @Jmanis , or @Raxiel reported intakes of 200/hr and/or 100/hr and I'm trying to figure out how that works.

I'm guessing a Cutter but where are you getting targets that stay around for that long? Would that be an NHSS or AX combat zone? More importantly are these locations viable if you don't want to do AXI combat to clear it down to the last target?

Currently I'm using a cold Clipper with 96 cargo firing 10 limpets a go. I'm relogging at a permanent Distress call, avoiding any agro on the target for the entire sampling process. Typically get 2 sets of limpets into a target before they warp out with 12-15 returns. Between the relogs, typically get two targets before needing a carrier reload. I maybe managed 60/hr once I had the technique down.

To get 200/hr you'd need to have all 10 limpets engaged and sampling the entire session with targets present for the entire hour and probably close to 300 limpets in the hold to last the hour. Just not sure where to keep a Thargoid engaged for that long, while not having to break from research to do combat or simply preserve your life.

/genuinely curious o7
I can't speak for the others, but I always kept the Thargoids around by p-ing them off - simply with my presence in the case of scouts. Interceptors either objected to me already having samples in my hold, refusing to let them abduct an occupied escape pod, or shooting at them.

With scouts, tanking the damage from one or even four at once was trivial. I only had 50t worth of CR Racks so I'd fire off 8 limpets at a time, and get about 33 items back out of my 50 limpets over about 12 minutes, then return to the carrier to offload the samples, buy more limpets and recharge the prismatics. Then back out to another threat 3 or 4 NHSS. I was finding signals reasonably close. That would put me at about 100 if I focused.

I did pretty much the same thing with interceptors, except I took more damage, and doing it early on I didn't really have the knack down, so I don't know how quick it could be. I didn't feel the need to keep on at them, although I did get some interesting encounters out of it.
 
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I can't speak for the others, but I always kept the Thargoids around by ing them off - simply with my presence in the case of scouts. Interceptors either objected to me already having samples in my hold, refusing to let them abduct an occupied escape pod, or shooting at them.

With scouts, tanking the damage from one or even four at once was trivial. I only had 50t worth of CR Racks so I'd fire off 8 limpets at a time, and get about 33 items back out of my 50 limpets over about 12 minutes, then return to the carrier to offload the samples, buy more limpets and recharge the prismatics. Then back out to another threat 3 or 4 NHSS. I was finding signals reasonably close. That would put me at about 100 if I focused.

I did pretty much the same thing with interceptors, except I took more damage, and doing it early on I didn't really have the knack down, so I don't know how quick it could be. I didn't feel the need to keep on at them, although I did get some interesting encounters out of it.

As soon as you get hyperdicted you should immediately turn flight assist off and boost away. That way when you inevitably get shut down you’re just drifting away at high speed.
 
As soon as you get hyperdicted you should immediately turn flight assist off and boost away. That way when you inevitably get shut down you’re just drifting away at high speed.
Normally I'd just neutralise it, but the shield regen put a stop to that before it began. Getting shut down isn't a problem, they don't aggro fast enough to get me before I can escape. My mistake that time was doing the shield reboot when I thought they'd left, and not noticing the "Hey! Wait a minute!" Swarm from the lead Medusa. I was already thinking about the supercruise trip to the station and the chances I'd be interdicted and got a bit more hull damage for my trouble.

Spoiler alert: I was right about pirates too. Had an Elite Anaconda drop in on me shortly after I stopped again in my target system for another reboot. Unfortunately for him I just got my shields back at 50% and even with his SLF he was never going to chew through them in the time it took to demonstrate just how well modified Guardian plasma chargers work on human ships.

A part of me wishes I'd given him some of the cargo, just to see it burn him up from inside.
 
I think @Factabulous , @Jmanis , or @Raxiel reported intakes of 200/hr and/or 100/hr and I'm trying to figure out how that works.

I'm guessing a Cutter but where are you getting targets that stay around for that long? Would that be an NHSS or AX combat zone? More importantly are these locations viable if you don't want to do AXI combat to clear it down to the last target?

Currently I'm using a cold Clipper with 96 cargo firing 10 limpets a go. I'm relogging at a permanent Distress call, avoiding any agro on the target for the entire sampling process. Typically get 2 sets of limpets into a target before they warp out with 12-15 returns. Between the relogs, typically get two targets before needing a carrier reload. I maybe managed 60/hr once I had the technique down.

To get 200/hr you'd need to have all 10 limpets engaged and sampling the entire session with targets present for the entire hour and probably close to 300 limpets in the hold to last the hour. Just not sure where to keep a Thargoid engaged for that long, while not having to break from research to do combat or simply preserve your life.

/genuinely curious o7
Scouts in an NHSS4. Kill all but one and sample the last until full, pop and SCB if the shields get low. I use a 'conda I think it has the best layout for this - here's my build https://s.orbis.zone/j0-9 which could be improved, but is ok. I was getting 100 samples in ~35 mins, if someone was paying attention then they could improve on that, and running 11 RL would also speed things up. Plus with the static NHSS in the latest systems you could park your FC right next to one, save on travel.

Good on you for cold sampling - it's much more fun, but all that relogging takes time ...

Most of my runs have been with 10 RL, but I reckon 11 should be optimal. In reality I found my sample rate went down from 55% to under 50% when I went from 10 -> 11. It would have been an interesting thing to play with if someone hadn't had the whole event cancelled ...
 
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SYSTEMS OVERRUN BY THARGOIDS​

[...]
CMs: The community's patience is broken along a wide front. They've taken affront about the cancellation of console development and are advancing in Dangerous Discussions. They're on the fence about tiling and lack of news, they've reached critical Doom(TM).
Braben: The continuation of the story with the Thargoids' assault will bring it under control.
CMs: My OBE, the Thargoids..... (anxious)
Devs: The team couldn't mobilize enough hamsters. The Thargoids weren't able to carry out their assault.

😅

(Meant in good fun, if it doesn't come across like that feel free to delete.)
 
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