Any surival tips?

Turns out I really suck at fighting tharoids. I've always sucked at it, even pre-war. Now that they're literally everywhere, it's starting to cost me a fortune in ship repurchasing, and it's getting to the stage where I can no longer afford a rebuy of my more expensive vessels. That has the domino effect of pushing me to use cheaper small to medium vessels so that I don't end up losing them entirely.

Does anyone have any practical tips for outfitting a ship just to survive a hyperdiction when you have limited resources available?
 
Does anyone have any practical tips for outfitting a ship just to survive a hyperdiction when you have limited resources available?
What kind of ship? My shieldless Cobra can usually survive just about anything long enough to escape (including gank wings), but I'm not running cargo in it..
 
Does anyone have any practical tips for outfitting a ship just to survive a hyperdiction when you have limited resources available?

The axi (anti xeno initiative) has full ax builds for ships and the theory behind them on their website. For Combat basically at least Military Composite Armor, HRP's and MRP's (2 of each) in the optional spots. Shutdown Field Neutralizer, multiple heatsinks, etc. Then engineer your ship, AX combat is end game so to fight goids you really do need to follow the meta builds for Ax until you learn what needs to be done and how. I like watching Brother Sabathius on Twitch, he is great against Thargs, of course he has been doing it for years already and streaming it... You or I will not be nearly as good.

I suggest checking out the Axi website and try the scout build if you want to do combat. I build an exact match to their Krait MK II scout build and it worked fine. I am building and engineering up a Chieftan for the cylops fights... coming soon for me. G3 is enough for the scout build, at least it was for me. I plan to G5 and follow the axi meta for the bigger Thargs. I also need to unlock the guardian HRP module, as I have not done that yet. No rush I expect the goids will be around for months if not years in the current format.

But if combat is not what you are looking for, an armed Trader, (Python, KMKII, etc) can be built, I would still G1-G3 it, and almost the same build without the weapons. If you want to help the war effort, there are many ways, Cargo missions, Passenger missions, combat, etc. Jumping into any system will involve hyperdictions, and once in system in supercruise Thargs can now interdict... so constant attention from the goids, and you need to be ready for anything

Boost away, boost speed of at least 500m/s is best, the fastest goids (Basilisks) can do 530 m/s... If they are faster than you turn into the goid, boost past it (we turn 180's faster than they do) and high wake out of system and try again...

Good luck.
 
Turns out I really suck at fighting tharoids. I've always sucked at it, even pre-war. Now that they're literally everywhere, it's starting to cost me a fortune in ship repurchasing, and it's getting to the stage where I can no longer afford a rebuy of my more expensive vessels. That has the domino effect of pushing me to use cheaper small to medium vessels so that I don't end up losing them entirely.

Does anyone have any practical tips for outfitting a ship just to survive a hyperdiction when you have limited resources available?

Going to fine tune the advice.

First:
GET HEATSINKS. Preferably two heatsink modules. Even if you have to swap them out for shield boosters. Most damage Goids do ignore shields anyways.
Thargoids can not see you when your heat is below 20% heat. Use (lots of) heatsinks. Remember that repeated boosting increases heat a lot.
Add one or more hull reinforcement packages to your build.

Regarding ship speed. You will get away with a top speed above 400 m/s. 450 m/s is better. Anything above 530 is lazy mode. Goids have a hard time changing direction, use that to your advantage. If you have a ship <450 m/s do NOT boost in a straight line.

Now when interdicted. Submit.
When you get dropped from Super cruise. Boost; count one two. Drop a sink and boost when speed goes under 400-450. Keep the temps low and use the radar to see (also look at the distance) if the goid is following you.

If you want to fight the goid.. You have to 'git gud'. Reading your post I would advise against fighting them. Just RUN!
If you still want to fight goids. Big ships are not better when fighting.
 
The axi (anti xeno initiative) has full ax builds for ships and the theory behind them on their website. For Combat basically at least Military Composite Armor, HRP's and MRP's (2 of each) in the optional spots. Shutdown Field Neutralizer, multiple heatsinks, etc. Then engineer your ship, AX combat is end game so to fight goids you really do need to follow the meta builds for Ax until you learn what needs to be done and how. I like watching Brother Sabathius on Twitch, he is great against Thargs, of course he has been doing it for years already and streaming it... You or I will not be nearly as good.

I suggest checking out the Axi website and try the scout build if you want to do combat. I build an exact match to their Krait MK II scout build and it worked fine. I am building and engineering up a Chieftan for the cylops fights... coming soon for me. G3 is enough for the scout build, at least it was for me. I plan to G5 and follow the axi meta for the bigger Thargs. I also need to unlock the guardian HRP module, as I have not done that yet. No rush I expect the goids will be around for months if not years in the current format.

But if combat is not what you are looking for, an armed Trader, (Python, KMKII, etc) can be built, I would still G1-G3 it, and almost the same build without the weapons. If you want to help the war effort, there are many ways, Cargo missions, Passenger missions, combat, etc. Jumping into any system will involve hyperdictions, and once in system in supercruise Thargs can now interdict... so constant attention from the goids, and you need to be ready for anything

Boost away, boost speed of at least 500m/s is best, the fastest goids (Basilisks) can do 530 m/s... If they are faster than you turn into the goid, boost past it (we turn 180's faster than they do) and high wake out of system and try again...

Good luck.
^ This is the answer ^. AXI website and discord is great, they are helpful with questions and advice, and they're also a major part of organising the combat response.
 
For Thargoid SC interdictions, I’ve had 100% success over more than half a dozen attempt with the following:

Submit.
FA off the moment it’s possible, followed immediate by a 450mps boost with throttle at -0-.
Low-wake ASAP.

The ‘goids don’t appear to fire off the shutdown field, and whatever post-interdiction routine the Basilisks go through, it appears to take long enough that I get far enough away to avoid mass lock long enough to wake.

Occasionally scouts will get a few shots off, so I wouldn’t go shieldless. If your ship can’t boost to 450ish, you’re screwed.
 
Going to fine tune the advice.

First:
GET HEATSINKS. Preferably two heatsink modules. Even if you have to swap them out for shield boosters. Most damage Goids do ignore shields anyways.
Thargoids can not see you when your heat is below 20% heat. Use (lots of) heatsinks. Remember that repeated boosting increases heat a lot.
Add one or more hull reinforcement packages to your build.

Regarding ship speed. You will get away with a top speed above 400 m/s. 450 m/s is better. Anything above 530 is lazy mode. Goids have a hard time changing direction, use that to your advantage. If you have a ship <450 m/s do NOT boost in a straight line.

Now when interdicted. Submit.
When you get dropped from Super cruise. Boost; count one two. Drop a sink and boost when speed goes under 400-450. Keep the temps low and use the radar to see (also look at the distance) if the goid is following you.

If you want to fight the goid.. You have to 'git gud'. Reading your post I would advise against fighting them. Just RUN!
If you still want to fight goids. Big ships are not better when fighting.


"git gud." a snide remark that offers absolutely nothing constructive.
 
You want to fight them or just do support stuff?
For support, so long as you can boost to >300 you should be fine. Don't try to fight the interdiction. That way your recharge is faster.

If you want to fight them, well that's a horse of a different color.
You'll find many good suggestions but in the end you'll have to find what works for you. Speed for sure, armor is another. You can keep your shields they don't protect against all damage, but they don't hurt you either unless you are going for being as cold as possible.

I happen to run with NO heatsinks. Yes, that's blasphemy to some. Yet I do well enough. I do have a heat vent beam, though.
 
Reality check (for a hauler looking to avoid combat):
Most Thargoid damage is blocked by shields. The Exceptions are:
From the Interceptor, the Phasing damage of their main cannons and the caustic dot from their Caustic Missiles.
From the Thargon swarms, the Phasing damage of their basic fire.

If your Boosting temp is greater than 20% and you're in range you're going to take hits and a shield will mitigate roughly 90% of the damage for as long as it holds.

If you're really invested in going shieldless, Thargoids have trouble hitting evasive targets with a ship temperature lower than 20%. A shieldless build can help here because no shield means less power consumption (so colder), and a shieldless ship has a smaller hitbox than a shielded one (compounding the Thargoid's difficulty in hitting you).

EDIT: I should add that pips are really beside the point. 4 pips to engines and 2 pips to Sys works fine. More pips to Sys if your distro can consistently boost with less.

You want to fight them or just do support stuff?
For support, so long as you can boost to >300 you should be fine. Don't try to fight the interdiction. That way your recharge is faster.

If you want to fight them, well that's a horse of a different color.
You'll find many good suggestions but in the end you'll have to find what works for you. Speed for sure, armor is another. You can keep your shields they don't protect against all damage, but they don't hurt you either unless you are going for being as cold as possible.

I happen to run with NO heatsinks. Yes, that's blasphemy to some. Yet I do well enough. I do have a heat vent beam, though.

they do. they eat SYS pips which are used for heatsinks and counter measure green field.
Eventually I figured better to have all slots hull boost, half guardian, half 5th human.
 
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I have always tried thargoids and always sucked at it. After this last update i decided to stick with it and persevere, especially as you can jump into sites with npc support. After many deaths (And a lot of close calls) I finally managed to solo a cyclops! Probably not a big deal but for me it was. I have had to master switching pips continuously, which i never really used to do. Also getting used to FA off flight (Which i also couldnt do before). I was using the guass cannons but have switched over to try the guardian plasma launchers, as i was finding it easier to kill scouts with the plasma. Oh, and am also using a zeno scanner and now a field neut which is saving my ass big time! I still lose ships but definately feel like ive turned a corner now.
 
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