Destroying Thargoids without killing all the hearts cheating/exploit?

No, they are not too high for me. You just speak from your point of view, how fast you can kill them. For me, it takes a minimum 20 minutes to kill a cyclops and be ready again for the next, that means 24 million per hour for a high risk activity. Not really that much!

I totally agree. But that is skipping on the gibbin part. I can do three small ones between reloads. No idea how long it takes me. Perhaps 30-40 minutes.
 
At best it is not intended and will probably require some adjusting in the future, like so many other things in the past. It sometimes takes years for Frontier to address things like this, but it is definitely not a bannable offense - you won't be banned for legitimely doing more dps than a thargoid regenerates, the same way you can't be punished for the relog methods.
 
Sure gibbing a dozen 'goids might be child's play to AXI aces, but it sure ain't to me, so why should the rewards for pilots like me be determined by the amount of credits somebody who's spent hundreds of hours perfecting quite difficult skills can make? In fact, why shouldn't those highly skilled pilots be rewarded handsomely for their efforts? It's not like they just strapped a bunch of mining lasers on a shieldless Cutter and went off to hold the trigger for a couple of hours at Borann (back when that particular nonsense was a thing).
I am not really sure what you are saying here. I can assure you that most of the AXI aces have a negative view of gibbing. I agree that if one wants to reward high-skill and high-risk activities, then proper AX combat should pay well. However, gibbing does not have the same level of high-skill and high-risk as engaging in proper AX combat, which is kindn of the point here. It requires neither a highly engineered ship nor an extreme skill level of the commanders. Soloing a medusa or hydra on the other hand is about as high-risk and skill you can get within PvE in Elite and should pay accordingly (it still doesn't, even after the buffs).

I would also like to point out that the AX community has been raising this issue for a long time without it being fixed. Possibly because up until now it has not become a credit grind. We shall see what the future holds.
 
Sometimes when I take the final heart out I can shoot it enough that it dies before it's last shield pops up - is that not also "circumventing the intended mechanics"?

And I'd say bringing more ships means it goes down faster IS an intended mechanic.
Hope nobody here trades multiple different goods, or has ever failed a mission which caused a negative state, or simply abandoned a mission. These circumvent certain mechanics too.
 
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It is not about the speed. It is about circumventing the intended mechanics.

Sorry, but you are going to need some Fdev citation of "intended mechanics." While it would be foolish to argue the mechanics do not entail taking out hearts, finding ways around it are totally legitimate (emergent even) game play.

I keep thinking of some old time general with all his troops lined up in columns crying foul over the enemy not mindlessly sending in row after row of their troops, opting instead for a more beneficial, if not unconventional course of action.

Edit: weren't the first Thargoid kills just wings of Commanders lobbing dumbfires into them?
 
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I suppose it depends if you view it as a war or a bloodsport.
If it's war the aim is to cause the bug to die for it's species rather than the other way round.
If it's sport you might impose some sort of rules regarding tearing them apart whilst still alive, (white jodpurs and scarlet jacket optional) Tally Ho!
 
And I'd say bringing more ships means it goes down faster IS an intended mechanic.
Again, it is not about speed.

Interceptors are enemies that are supposed to be the big hard PvE challenge. Show me the MMO where just bringing more people to an instance lets you press a single button to defeat the final raid boss.

Getting a few shots in before the shield comes online is a far cry away from gibbing in terms of avoided gane mechanics.
 
This talk of gibbing boss-level baddies reminds me of one of the bosses off those Just Cause games; for those who haven’t seen or played them, your character has a grappling hook gadget and it’s immensely fun to tether two enemy choppers together and watch them spiral into each other and kablammo. One of the end bosses of the series fights you in a helicopter, and it’s supposed to be a dramatic and challenging boss fight. Or... you can swiftly use your grappled to tether his boss-attack-chopper to a nearby piece of scenery laugh as he instantly crashes and dies. Cheesy, yes, but a totally legit and inventive use of the game mechanics.

Somehow I feel this might be relevant to gibbing Thargoids... food for thought?
 
It is not about the speed. It is about circumventing the intended mechanics.

The only ones, that have the right to judge if an mechanic is intended or not are the developers! Anything else is personal opinion! Have the devs said, that the discussed mechanic is not intended? If so, please quote.
 
Emergent gameplay is often not intended design. That doesn't make it an exploit. If it encourages group play that's exponentially better than a mechanic that drives people to relog in solo for weeks.
Oh, it is not "emergent gameplay" any more than the subsurface respawn mechanic was emergent gameplay in pulling people together in the cult of Egg. I don't think I need to remind you that this was nerfed into the ground and took the regular gameplay of subsurface mining with it to the grave.
 
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