Newcomer / Intro Breaking up on entry

So I recently came back to ED after a hiatus. I saw that Fdev had implemented some new changes in the latest update so that those who don't wish to be involved with direct Thargoid combat can do other objectives instead to help out in the war effort (I suck at combat) All well and good, but as soon as I enter a Thargoid controlled, or Thargoid invasion system, I'm immediately interdicted by Thargoids and destroyed :/ So it seems (to me at least) that there's no getting away from direct Thargoid combat, like it or not. I attemped this 10+ times. A Lot of money spent on buying back my ship. I want to do other missions to help out but I'm destroyed on system entry EVERY time. So I'm thinking screw this game. How is this "fun"? Anyone else having this issue? Or is it just that I am terrible at Elite? Lol
 
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I just make sure I can go faster than them. Seems to work fine but you do need a fastish ship. When interdicted I submit, enter normal space and boost away at a higher acceleration than they can manage.Then once the engines have cooled I go. They are a pain then nothing more.
 
I just make sure I can go faster than them. Seems to work fine but you do need a fastish ship. When interdicted I submit, enter normal space and boost away at a higher acceleration than they can manage.Then once the engines have cooled I go. They are a pain then nothing more.
Yeah, thats exactly what I try to do. I have a Krait Phantom with fully engineered thrusters and I still cant outrun them. Maybe get another ship? But I love my Phantom :(
 
You need a fast and, preferrably, cool ship. IIRC, most of the Thargoid Interdictors top out slightly above 500 m/s (there is one that apparently can do something like 550 m/s), so if you have a ship that can (consistently) boost beyond that, you're reasonably safe.
In addition, if you can keep your ship cool (the number I have in my head is around 20% or lower), they won't be able to see you at range.

The two ships I have been using can boost to around 550/590 m/s (Dolphin and Phantom, respectively), and I only ever got caught once in the Dolphin when (I think) I encountered that speedy variant of Interceptor. Otherwise, it's boost, heatsink, boost, maybe silent running, until I can recharge my FSD and be off. Other support CMDRs report good results with the Orca - at the downside that they need a large pad.

Same goes for taking off from stations under attack - boost out of there like the proverbial bat out of hell, drop a heatsink and do a jump into a non-Thargoid system.

You'll also only get hyperdicted once when you enter a Thargoid system - if you route your trip with the map right, that'll only be the target system you are jumping into. You may also get interdicted by a Thargoid while cruising in-system (never happened to me in the combat systmes, only in a Maelstrom system), same rules apply. Thargoids definitely have the advantage in hyperspace (no chance of shaking them off), but can be outmaneuvered in real space.

One additional thing that might help: heatsinks from Sirius engineering, available (IIRC) at human tech brokerrs in Sirius controlled stations. Slightly longer reload, but you get 5(?) instead of three charges per module.
 
Everyone (probably) gets interdicted in those systems the trick is to avoid what happens next, some things to help with that.
First the colder your ship runs the more difficult a target it is, now you can build and engineer a ship like that but fitting and using heat sinks especially the pre engineered ones with more ammo is quicker.

Second as mentioned above speed is good, if you can do over 500 you will pull away from your interdictors the more you can get above that speed the fewer shots you will take in the process. I am currently rescuing people in an Orca that can do 507 with 642 boosted, I get interdicted on my way to the target system or in it at least once per round trip picking up some minor damage if multiples interdict me from cruise in the system.

Third if you are taking damage add more armour Thargoid damage partially bypasses shields.

Fourth if you are picking up corrosion damage either use a decontamination limpet on yourself or get your temperature up to 150%+ or dock as fast as possible to clear it. If you are picking up corrosion you are definitely not running fast enough.
 
If you head into the Thargoid infested areas, you will be attacked by Thargoids.

Your only option is to figure out how to escape (which mostly means going very fast -- 450m/s minimum, 550m/s if you want to be sure you can outrun everything (cuz Basilisks, while rare, do appear and they can go 530m/s). Then you can just boost away from them and escape back into supercruise.

If you can't do that, then don't go into the Thargoid areas. Do something else. It's a big galaxy.
 
The Basilisk can do 530 m/s, all others are around 450 (Orthrus is even slower, I think?). I have been flying evac missions with a Python permaboosting to 477 with three pips, and I have never gotten a single a scratch. My 108-passenger Python has around 1200 shields and 2300 armor to be on the safe side, but I never lost my shields to a Thargoid, so I could probably do less armor to gain some speed.

Anyway, if you have enough speed, it all comes down to keeping calm and cool. When I get hyper- or interdicted, I don't turn around to look who is knocking (don't try to fight the interdiction, it is pointless. I always submit). I immediately align my ship away from the Thargoid and boost, boost, boost. Scouts are too slow anyway, and the Interceptors usually need a moment to set up their pursuit. Usually, within two or three boosts I am beyond the range of 5 to 6 km. In case of an interdiction, by then I am able to bo back to supercruise already. The hyperdiction cooldown is a bit longer, but I just keep boosting away until I can jump. I always try to keep the Interceptor at a slight angle; not so much it can keep up, just enough that it cannot fire straight at me.

A Phantom with G5 dirty drives and drag drives should be able to permaboost well above 500 (more towards 590), which is plenty, but being able to permaboost is key. Did you engineer the power distributor? If speed is really an issue, a build link might help improve it. But I suspect you are just not acting fast enough.
 
Another option: Alert systems (yellow on the war map) don't have much Thargoid presence, and what there is won't seek you out to attack. If you can find an inhabited one of those, various hauling tasks help the progress at much lower risk.

Alerts aren't as heavily focused on by the community right now, so if you do this I'd recommend picking the top one on the Alert list on the map (Senocidi at Maelstrom Taranis this week) and going there, as there's probably only going to be one won each week at most.
 
Another option: Alert systems (yellow on the war map) don't have much Thargoid presence, and what there is won't seek you out to attack. If you can find an inhabited one of those, various hauling tasks help the progress at much lower risk.

Alerts aren't as heavily focused on by the community right now, so if you do this I'd recommend picking the top one on the Alert list on the map (Senocidi at Maelstrom Taranis this week) and going there, as there's probably only going to be one won each week at most.
Thanks man. I think also I'll look into engineering my Power distributor, shields, and armor. I'm clearly not dressed for the occasion. Like turning up for war wearing cycling gear Lol
 
Thanks man. I think also I'll look into engineering my Power distributor, shields, and armor. I'm clearly not dressed for the occasion. Like turning up for war wearing cycling gear Lol
Well in this case if you aren’t going to fight it is more like turning up to a cycle race in battle armour.

Here is my Orca’s build at the moment.

The last few runs went like this;
  • Hyperdicted clean escape, failed interdiction while dropping down to enter glide (I think he got too low and was snatched out of cruise.
  • Hyperdicted clean escape, interdicted clean escape, interdicted minor damage during escape. Minor damage while settling to pad the port was being shot up at the time.
  • Clean entry to system, interdicted by scouts minor damage during escape.
 
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Their ships have horrible handling. Submit to the interdiction, boost away from them, then do a 180 and boost right past them. By the time they turn around you should be far enough away to re-enter supercruise. When you do this, pop a heatsink so their weapons have a hard time tracking you.
 
My simple AX Combat, then Evacuate Wounded contribution in Invasion system....

Simple AX Krait II build -
5 Enhanced AXMC (needs 3F Experimental Weapon Stabiliser) + 2 Heatsink Launchers.
I use all Turreted (press fire and it just fires at target whenever it is in gunsights) - it leaves me free to look around for damage, next target, etc. (I can't multi-task very well)
2 x 6E Cargo Racks for Limpets (as many as you want)
3C Xeno Multi Limpet Controller (1E Decontamination Limpet to save weight)

ALWAYS 490M/s permaboost away from ALL Interdictions and Hyperdictions as you are usually alone then - drop a Heatsink and get to SC as fast as possible - don't turn and fight.

Go to any AXCZ (don't matter if low, medium, high intensity)
Kill 1st wave Scouts only (6-8?)
Kill 2-3 scouts and check for Caustic damage and release Decontamination Limpet, repeat.
When you get message - Thargoid Interceptors coming in hot! either boost away or go to Super Cruise - if you are repairing/decontaminating ship, just boost boost boost and after 4th boost the shutdown field won't reach you.
SC(arper) away and return to same or different AXCZ several times or until Limpets run out.

Had enough - go to port or outpost (Krait II is medium pad), empty any remaining limpets and fill cargo with Wounded missions to a rescue ship and take a break!
 
Watch out for gankers too, play in solo mode to avoid the human interdictors. Maybe you more experienced players can answer this, what is the difference between a Kait Phantom and a Krait Mk II?
 
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Watch out for gankers too, play in solo mode to avoid the human interdictors. Maybe you more experienced players can answer this, what is the difference between a Kait Phantom and a Krait Mk II?
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The Phantom is generally used in an exploration role and the Mk II is generally used as either a purely combat vessel or armed trader.

Last week, in order to get around some rather powerful NPC's who were g me, I reconfigured my Mk II from purely combat to armed trader...and achieved my goals (IE: completed the mission)...
 
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Watch out for gankers too, play in solo mode to avoid the human interdictors. Maybe you more experienced players can answer this, what is the difference between a Kait Phantom and a Krait Mk II?
Got an extra Large hardpoint on the Krait II - 2 x size 2 and 3 x size 3!
Mostly facing forward - so 5 x EAX MC's shred Scouts in 2-3 seconds! (I tried Interceptors several times and they shred ME in about 5 secs)
 
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