Dear Fdev: Can you stop nerfing the thargoids in every way?

First it was nerfing the war system so that entire star sectors could be retaken in a week, then it was introducing the Spire sites that make taking back groups of systems easier, then the removal of Glaive's from hyper and interdictions because people were complaining that reaching the Titan was too hard.

Now they're introducing Ram Tah doing engineering to make your guardian equipment immune to the Anti-Guardian-Field? Why not just give players a class 4 AX torpedo that instantly kills the Titan when it's launched and rewards 10 billion credits and Arx while you're at it? That seems to be the direction this is going
 

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I'd go analyze the actual impact this will have before you get too mad. It only works on unmodified weapons, and it cuts damage by 20%, which is enough to basically render them all inferior to ax missile racks.
Shard cannons* might be an exception, but you’d have to be close enough to the core to hit all the ‘pellets’ within their shot to make their DPS work, which carries other issues with it. Gauss and plasmas, not so much, but the former might be useful to fending off interceptors more effectively if required.

*Standard shard cannons, as I’ve heard the Azimuth variants can’t be given this immunity effect.

I would find it… let’s say, appreciable, though, if the story focus widened a little more again instead of it all being “Go shoot Titans, don’t worry about much else”. Unless Frontier are planning to/setting up for the biggest backhand of the galaxy to date when the Thargoids decide that roasting their motherships is definitely one step too far.
 
"Ram Tah has discovered a method of immunising existing Guardian modules against the effects of anti-Guardian fields."

Just more smoke and mirrors, should read "SOME GUARDIAN MODULES", nothing for FSB, not going to guess if It's the same for Hull/Module Reinforcements, or any of the other types.

An half baked next to useless mod if you can't use it on pre-modded weapons.

This does not nerf the Thargoids, It nerf's us, Thargoids are already way over powered, everthing that is supposed to help us come with a massive hit somewhere else.
 
First it was nerfing the war system so that entire star sectors could be retaken in a week, then it was introducing the Spire sites that make taking back groups of systems easier, then the removal of Glaive's from hyper and interdictions because people were complaining that reaching the Titan was too hard.

Now they're introducing Ram Tah doing engineering to make your guardian equipment immune to the Anti-Guardian-Field? Why not just give players a class 4 AX torpedo that instantly kills the Titan when it's launched and rewards 10 billion credits and Arx while you're at it? That seems to be the direction this is going

The new blueprint is terrible btw.
It's -20% damage, and two of the required kind of materials I have never even heard of. :)
 
The biggest impact this will have is on small hardpoints, where there is no real competition with AX options. Carrying a small gauss or two, to snipe the scout swarm, could be a reasonable choice.
This. I wanted to do infiltration missions in my Cobra but had really no choice of weapons for the small hardpoints, so I had to default to a Krait. Now this new mod at least gives me some choice.
 
The biggest impact this will have is on small hardpoints, where there is no real competition with AX options. Carrying a small gauss or two, to snipe the scout swarm, could be a reasonable choice.
...or just put advanced missile racks in them. More damage to the heat core than any of the shielded Guardian guns, less heat, less power, zero power distro draw. Only downside is you need to synth the ammo, but if you have rummaged through Guardian stuffz to get those Azimuth guns you probably have a surplus anyway🙃
AXI already did the math, EAXMR is the optimal choice if you want to take out the titan core.
Don't need to be an AXI expert to figure the numbers out in EDSY. Took me all of a 5 minutes to see that shielded Guardian guns won't offer an alternative to Sirius missile racks.

All that said, they could be useful for escorts protecting the titanbombers from the interceptor patrols. But that's a very niche use case.
 
Don't need to be an AXI expert to figure the numbers out in EDSY. Took me all of a 5 minutes to see that shielded Guardian guns won't offer an alternative to Sirius missile racks.

All that said, they could be useful for escorts protecting the titanbombers from the interceptor patrols. But that's a very niche use case.
OR people could just think the Guardian weapons are more fun than the standard AX weaponry, and choose them despite their "lower efficiency". Shocker... I know.

But yes, in context of the OP, this probably doesn't change a whole lot about Titans biting the bullet(or a few thousand). And might make Glaives less of an annoyance for whoever might still be using standard Guardian weaponry(or the Gauss cannon).

And I would've found it nice to be able to take an FSD booster during pod rescue runs while having an overcharge drive equipped, but I guess I'll stick with my "Swap it for a standard FSD at a station or outpost every time following recovery" plan instead, then.
 
AXI already did the math, EAXMR is the optimal choice if you want to take out the titan core.
I'm one of the (many) people running tests in AXI.

Technically speaking, Large Shard Cannons would offer slightly superior performance. ~30.5 DPS, vs 28 for sirius missiles. Ammo totals, however, could be an issue, with 8500 damage per clip, compared to 11500. If you're leaving to reload anyway however, then you'll last more than long enough to keep up with your C2 missiles, as those do significantly outpace any guardian option.

Unfortunately, from what I can tell, there is no real decent C2 option. Plasma Chargers do offer more total damage per reload, but at half the DPS; if you want to kill scouts, enhanced AXMRs higher projectile speed is probably the better option. Gauss doesn't do enough damage to the core, and shard cannons aren't particularly good in ANY domain.

This is a place where it would make a lot of sense for them to have slight differences between the engineering effect for Gauss cannons, versus the engineering effect for shard cannons and plasma chargers, as those two have historically been quite inferior. Making them available at full power, while Gauss cannons have the 20% damage reduction, would make the other two options more appealing by comparison. Alternatively, the negative could be something that more significantly impacts Gauss cannons than the other two options, allowing the other two inferior options to have more of an upside compared to normally.
 
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