Couple of questions about Thargoids

Hey all,

Having just had my fill of exploring for a short while I was thinking of investing the profits in a dedicated Thargoid fighter but really don't know where to start.

I've read a couple of guides which seem to all decide that a different ship is "best" but having not tried the new alliance ones before I fancied the Chieftain as a "cheap" in.

Are there any "must haves" before I undertake the pleasures of engineering and guardian farming?

Secondly are there any "tips" for engagements?
 
Depends which kind of thargoid and what sort of scenario..

Are you hunting the little thuckers, attempting to solo one of the big boys or going to a war zone with friends for a mix of both?
 
So. For the littlies. Normal weapons DO work.

So. Stick some ax guns on if you want. Don't bother with the guardian ones at this stage.

Get yourself some decontamination limpets.

I have had great fun against them in a krait armed with a mixture of ax guns and normal weapons.

You can find them in lower numbered non human signal sources. Or go to a Conflict zone and take them out then scarper if the big thargs turn up and target you. There will be NPC there too.

If in the krait, you can grab a guardian fighter or an ax fighter if you prefer to help you.

If a tooled up krait is beyond your means then just rig something like a vulture and give it a bash in that.
 
But. When they blow up they release a cloud of toxic contaminant that eats your Hull. So. Discretion is the better part of valour. Decontaminate regularly. Be prepared to run in a hurry to the nearest station to scrape the green goo off.

You will get better at avoiding the explosion clouds. If you stick your nose on each one to kill it then you will meet a sticky end.

Don't go with expensive big ships at this stage, you will just end up on an expensive rebuy. Take something you can afford to lose.

Oh and you Will die so don't take your long standing elite ranked NPC crew. Take a noob and train them up that way when you lose them you won't mourn too hard.
 
I've not tried before so probably start small and then see how it goes 😉
For the small ones, an Anaconda with four large AX multicannon turrets is the thing. Give it plenty of armour, good shields and decontamination limpets.

Here's the thing about Thargoids though. That ship will be suddenly helpless when faced with one of the big interceptors. This dilemma is the main reason why Thargoid fighting doesn't have a settled meta. People usually end up using Gauss cannons even though fixed weapons are awful against scouts.
 
A Krait mk2 with 3 large AX multicannons, and 1 medium AX multicannon, all turreted. And decontamination limpets. Fun fun fun! A decent shield and some extra hull reinforcement are good.
 

Jenner

I wish I was English like my hero Tj.
I, too, use the Krait Mk2 with AX multis and some decontamination limpets against the Scouts. I also have prismatics with some engineered shield boosters, and with my pips spread equally between systems and weapons my shields usually will stay up during the entire battle against 4 scouts. Caustic damage is still a thing, but not a huge deal.

I've never tried combat against the big boys, though. :)
 
Krait Mk II with triple large turreted AX multicannons is a good Scout Shredder. Bring a decontamination limpet controller and 10-20 limpets if you play to stay in the zone for a while.
 
o7 Cmdrs. As I read this I'm in Jameson Memorial about to buy a Krait Mk2 because these Thargoids are moving in real close now. Anyone else notice this ? I need to prepare for them so I think I'll invest in a Krait 2. Seems to be a good ship you say so I'll go with that. Fly safe.
 
Not to try and sway you but a Chieftain is cheap and an excellent choice for Scout bashing.

I’ve got a bi-weave shield in there but it goes down almost as quickly as it comes back up but with HRPs and MRPs taking up every other slot my hull barely goes down no matter how much goo comes my way. Listen out for their death cries and change direction and boost, that way you avoid the explosion and gloop. A xeno scanner will also allow you to see their hull damage enabling you to be ready to boost away.

I can recommend heading down to Celaeno and basing your Krait at Artemis Lodge. The station and the Nav Beacon are only 50ls apart and that space is chock full of Non Human grade 4/5 USS. Drop in and scan the beacon then head over to whichever USS takes your fancy, when you need to rearm those AX multi cannons you’re no distance at all from a station.

I feel a bit of a cheat regarding combat rank as it’s clearly quicker than ‘normal’ play but it’s so much fun. I’m so glad I gave it another go...and in a fun ship rather than the T10 I initially tried it in some months ago (I’m only fighting scouts though.)

Hope you enjoy it!
 
There's already great advice on here re weapons, etc, OP. My advice would be to opt for an AX conflict zone rather than non human signal sources, as you can fight just scout's for the first phase of the battle with NPCs assisting you, goids rarely gang up on you like they do in the signal sources, and when you get the announcement that thargoid interceptors are on their way, get yourself out of there.
 
instead of decontamination limpets I've had good results with overheating and AFMU to fix heat damage. I run 2x Guardian MRP's to help with module damage, and B-rated/armored components where possible. With high enough integrity, the heat damage isn't really a concern for the 3-4x you're going to need to overheat before you run out of ammo. Generally, it will be your external modules that take significant heat damage, and since AX MC's can't be engineered, they'll suffer them most and start malfunctioning around 80%. When I was grinding scouts to get elite combat rank, I ONLY ever repaired my weapons (and occasionally my MRPs if they got really low). Nothing else took enough heat damage to really worry about in the time it took me to run out of ammo.

learn to prioritize the "special" scouts and take them out in the appropriate order.

Once you learn to dodge the caustic missiles (especially when you get missile-spammed because of the Inciters) you probably won't need to overheat more than 2-3 times before you run out of ammo.

I thought the decontamination limpets were too slow and I had to stop for them to work. With AFMU's you can continue fighting as they repair your modules. With heavy duty military grade hull and deep plating you will usually have more than enough hull to not worry about repairing it in the time it takes to run out of ammo, but caustic damage stacks so if you get hit my multiple missiles don't wait too long to cook it off....and the death cloud does more damage than missiles, especially the interceptor ones. Learn to kill scouts while your turrets are shooting "up" and you're not flying straight at it so you don't end up flying through the death cloud when it blows.
 
Last edited:
I honestly never bothered about the different grades of scouts ... I just blasted away at whatever came within my sights. It was a tactic that worked for me ! :D
 
Hey all,

Having just had my fill of exploring for a short while I was thinking of investing the profits in a dedicated Thargoid fighter but really don't know where to start.

I've read a couple of guides which seem to all decide that a different ship is "best" but having not tried the new alliance ones before I fancied the Chieftain as a "cheap" in.

Are there any "must haves" before I undertake the pleasures of engineering and guardian farming?

Secondly are there any "tips" for engagements?
I bought a Krait Phantom and took advice from this forum about hull protection. Was amazed at how capable the Phantom can be when engineered and is fast on boost... it works so well for me, I still can't improve on the balance between shields, armour, weaponry and power on the Krait II.

Not saying you should follow this exactly, but this is what I did:
6C bi weave shield gen (Eng reinforced multi weave)
3D Guardian shield reinforcement
5D hull reinforcement (Eng heavy duty + deep plating)
5D module reinforcement
6A power plant
6A thrusters (Eng Dirty drives)
5A FSD (Eng Max range + mass manager)
7D power distributor (Eng charge enhanced)
Military grade armour (Eng heavy duty + deep plating)

2x 3E turreted AX Multicannon
2x 2B rail gun (Fixed .... Eng High capacity oversized, and one a superpenetrator)

Hope this helps. The Krait II has an extra weapon point, but needs more work to get its protection up to the same level.
 
Back
Top Bottom