Be careful of what you wish for...

Missed this bit then?

Never mind...

Easy to miss if you just want to criticise, I guess...
I didn't miss it. The glaive was added in update 15/May.
Sadly the nerf bat is wielded too often - the Thargoid war had its teeth pulled after a few weeks because some complained it was too hard and they were losing...

I stopped bothering with AX combat following that debacle.

"A couple of weeks" before the alerts were turned down (the turning point of the war), which was well before the glaive existed. So by admission you've got no experience with their impact on the game.
 
Glaives and their anti-guardian field killed the ax combat for me.
I can understand the guardian field in certain fixed areas, but not on highly mobile hunter ships.

But before that, lack of invasion systems, due to excessive peeling off all alerts systems, did the most to make me indifferent to the thargoid war and generally to the thargoid narrative.
 
As for it being a "challenge", it's really not - you just slap some AX multis on any old ship, find a glaive and hold the trigger for a while until it pops. There's practically no skill involved besides keeping the target on the screen in front of you.
No skill? Try taking on 2 Scythes and 4 scouts at the same time. It takes quite a bit of skill and situational awareness. Trade one of the Scythes for a Glaive and you've got your hands full. Any old ship won't do, and if you don't set it up with the proper kit you won't survive many encounters.
Glaives and their anti-guardian field killed the ax combat for me.
Not to mention the whole farce of tissue sampling...

So last night I did three runs last night to a Thargoid controlled system and got intercepted each time by a Glaive, once leaving the system I was at. The first time I nearly lost the canopy with over 70% hull left, it damn near blew on the first pass, taking heavy damage. Each encounter was missile spam with caustic missiles. I had never seen so many before and the Glaive was releasing them so close I could react fast enough. I'm going to have to drop one of the AX multis so I can run a beam with thermal vent. The Scythes and scouts are fine to use 5 Azimuth AX enhanced multis but heat management is very tough on a Glaive without one. Glaives should be a higher payout; they are much tougher to deal with.
 
"That region" means all AX CZs (which were fine before the glaives were introduced), all control systems, and any activity near/in the maelstroms. Basically the areas where all new content is being added. You'd think the devs would want people to experience new content rather than avoid it, no?

As for it being a "challenge", it's really not - you just slap some AX multis on any old ship, find a glaive and hold the trigger for a while until it pops. There's practically no skill involved besides keeping the target on the screen in front of you.
So are they a challenge or not?

Edit; NVM, should have read a bit further down before hitting reply.
 
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"A couple of weeks" before the alerts were turned down (the turning point of the war), which was well before the glaive existed. So by admission you've got no experience with their impact on the game.
Oh well, they killed it for you, shame...

As I mentioned - any real challenge is resented, now I'll have to stop murdering / stealing for a while and take a peek - I may be missing something interesting in the tedious Thargoid war scenario...

I'll dig my AX ships out and have a go, as long as it is entertaining (and I have 1000's of rebuys) it will be fine.

ETA: Precisely what impact are Glaives having on the game? You just hold down the trigger until they pop, you said so yourself...
 
ETA: Precisely what impact are Glaives having on the game? You just hold down the trigger until they pop, you said so yourself...
How many times are we going to go around in circles about this?
They are easily handled if you're equipped to do so. If you're not (which is quite likely considering ships designed for AX CZs use guardian weapons that are useless against the guardian melty field and ships designed for maelstrom diving have to be equipped with ridiculous mandatory utility modules and cargo space+limpets+mining equipment instead of weapons), you have to either run away or take a rebuy. It's not just a matter of avoiding them because they specifically inhabit the same areas as the other activities.
 
How many times are we going to go around in circles about this?
I'm not going in circles... But feel free to do so, if you wish.

So, what you are saying, is that they are no bother if using modified AX multis, but are if using Guardian weapons - so being careless enough to equip Guardian weapons / modules in their vicinity (same as when taking the samples needed to get the new scanner etc.) will interrupt one's gameplay with the almost certainty of a rebuy?

Understood... no problem... My AX ships dropped Guardian equipment to venture into the Maelstroms...

So, precisely what are they ruining, if the player has suitably equipped (most people learn how to do things quite quickly, if their actions cause failure) ships? And, of course, why do these actions need to be done in the most challenging content Frontier have provided to date? I'm actually curious.
 
Killing only cyclops and running from the Hydras does not count... that's just replacing one insurmountable obstacle (glaives vs. guardian weapons) with another (hydra vs. human weapons).
 
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