Glaives (Hunter class ships) are overpowered and...

I just tried my first Glaive engagment (Usualy just leg it), with a maelstrom build Cutter, just over 5k Hull, Shieldless, 2 Beams LRTV C2/3, 4 EAXMC 2C2/2C3, We have been Out Manned, Out Gunned and Out Classed for years, and as FDev have given with one hand and Mugged us with the other, erroding our defensive capability with Module after Module, The weapon stabiliser are a classic example, a small increase in fire power, a huge hit to hull defence, why +1 or +2?, because that has the most negative impact for tankers, should be +2 and +4 for obvious reasons, The most useful additional modules for tankers would be Class 6/7/8 versions of all Hull/Module reinforcement types, that aloan would help us to balance our builds, maybe even bring other ship into the build mix.

So FDev think the Thargoids are in desperate need of more unbalancing help, can't actually write what I think of that, you can all use your own imagination LOL.

Back to the encounter, yep I saw it off eventually, 74% Hull, I had to return home for repair's, I doubt I would have survived if there had been more than one Thargoid, High wake is the order of the day as usual, just not worth the risk.

o7 CMDR's
 
I'm killing them in a vulture with 2 ax multi cannons, so yah. As for rescue ships, I have 4 ax multi cannons incase I get stopped by a glaive.
Can you share the build of that Vulture, please? . And if it's not too much to ask, could you make a video of the combat between that Vulture and the Glaive? I am very interested because with that build I could do AX restore power settlement missions, and if a Glaive attacks me I could also do some combat with the ship. One last question, do you have to be skilled, or is there some special tactic when fighting the Glaive with that build? Thanks again.
 
Can you share the build of that Vulture, please? . And if it's not too much to ask, could you make a video of the combat between that Vulture and the Glaive? I am very interested because with that build I could do AX restore power settlement missions, and if a Glaive attacks me I could also do some combat with the ship. One last question, do you have to be skilled, or is there some special tactic when fighting the Glaive with that build? Thanks again.
https://edsy.org/#/L=HN00000H4C0S00...05I_W010iG0BK_W00nG000nF00,ax_0glaive_0hunter I leave it in full reverse the entire time I'm fighting the glaive, helps reduce the lightning attacks. If you have aggro it will come to you. I slightly stagger my ax cannons so I'm always firing at it. I can solo cyclops in this build and clean up all scouts that's annoying other ax pilots. I use this build for defending surface bases. This is a short range fighter so you need a FC or use apex to travel to where you'll be fighting and have your ship transported to the system you'll be fighting in. I can get 3 or 4 jumps max before I'm out of fuel. Also each time you get interdicted you lose the fuel as if you made the jump. I use this when I do ax restore power settlement missions, just switch out the 2a AFMU for an SRV and 1 hull reinforcements for 1a AFMU. My main reason for the AFMU is keeping my canopy at 100%.
 

Attachments

  • Screenshot (492).png
    Screenshot (492).png
    1.5 MB · Views: 81
So - to confirm - 2x C3 EAX MCs is enough?

If so … I might try a Krait MkII with a couple of those, a LR TV Beam and 2x Shards as an all-rounder combat vessel for CZs?
Yes, it is enough for a Glaive that drops you in to normal space. But you have to be aggressive right away.

That is the exact weapon configuration that I am currently using. Sometimes I exchange the Mod Shards for Mod PCs.

For Medium ships, it is preferable to use Gimbaled EN AX MCs.

For lumbering Large ones, Turreted EN AX MCs are best.

For a specialized Glaive killer, AX Missiles do a lot of damage to their hull. The faster shot speed Enhanced are best for that kind of use.


EDIT: Added info...
 
Last edited:
I just tried my first Glaive engagment (Usualy just leg it), with a maelstrom build Cutter, just over 5k Hull, Shieldless, 2 Beams LRTV C2/3, 4 EAXMC 2C2/2C3, We have been Out Manned, Out Gunned and Out Classed for years, and as FDev have given with one hand and Mugged us with the other, erroding our defensive capability with Module after Module,
👆


The weapon stabiliser are a classic example, a small increase in fire power, a huge hit to hull defence, why +1 or +2?, because that has the most negative impact for tankers, should be +2 and +4 for obvious reasons,
👆


The most useful additional modules for tankers would be Class 6/7/8 versions of all Hull/Module reinforcement types, that aloan would help us to balance our builds, maybe even bring other ship into the build mix.
👆


So FDev think the Thargoids are in desperate need of more unbalancing help, can't actually write what I think of that, you can all use your own imagination LOL.

Back to the encounter, yep I saw it off eventually, 74% Hull, I had to return home for repair's, I doubt I would have survived if there had been more than one Thargoid, High wake is the order of the day as usual, just not worth the risk.

o7 CMDR's
👏👌
 
So they're pretty easy with an AX cutter and caustic sinks. For me, it's usually the caustic damage that does me in. With the sinks, I was able to see one off pretty easy and didn't take any caustic damage, with plenty of sinks left for more.

I still think they shouldn't destroy guardian modules (just disabling them during the fight would be fine but actually destroying them is just toxic imo; unless FD are going to double down on this and just let us get human-made AX weapons that can be bought with credits that just do the job for all Thargoids... And just put guardian stuff to bed... I'd take that :D ).
 
unless FD are going to double down on this and just let us get human-made AX weapons that can be bought with credits that just do the job for all Thargoids... And just put guardian stuff to bed... I'd take that :D ).
I fully expect hybrid weapons based off the unclassified relic to surface at some point. I would certainly be very surprised if that weren't the case...
 
...this is why:



First, I would like to ask for everybody that posts opinions on this thread, to restrain itself to only talk about this matter and to have a polite approach to the situation to avoid rudeness and name-calling...


Now that this request has been made, I can focus on the matter at hand.



I am an average AX pilot that never got involved in killing Thargoids until the Bubble Invasion begun. The only time I had previously destroyed them was because of being attacked by Scouts when visiting the Pleaides, back in 2018. I was even hyperdicted several times there by Interceptors and I never attacked them, finding that "First Contact" experience fascinating and although the Interceptors were intimidating, they never seemed threatening.

Since early January 2023, because of the Bubble Invasion, I started developing my AX Combat skills and learned the AX procedures regarding maneuvers, ship builds and engineering, to get involved in AX CZs. I went from only destroying Scouts and running away at the sight of Interceptors, to soloing Cyclops and Basilisks with FAOFF Cold Orbiting techniques armed with just AX Missiles/MultiCannons/LR TV Beam in Space AX CZs, as well as killing Medusas and Hydras after getting Guardian Weapons and joining other CMDRs in battle.

Currently, after having killed my 3 first Glaives in a planetary AX CZ and getting interdicted by another one in space, I can safely say that Glaives (Hunter Class > surelly more variants to come), despite being somewhat more vulnerable than Interceptors, are actually more dangerous than them.

"Why is that?", you might ask incredulously. And I say it is because, in most cases, while you have two options against Scouts and Interceptors (engagement or retreat), you really only have one against the Glaives, which is to fight.

This is because Glaives (Hunter Class) have all the good capabilities of Thargoid tech without almost any of the weaknesses, contrary to the Scout or Interceptor class ships.

Let's check its characteristics:
  1. Extremely Fast (CMDRs reported between 750 and 800m/s at peak speed) >>> Only dedicated highly engineered Fast Maelstrom Explorers or Pure Racers can escape by running away faster;
  2. FSD Reboot Missiles >>> All targets hit are forced to fight because they are unable to Low or High Wake;
  3. Mass Lock Factor of 20 >>> All ships with the exception of T10, Imperial Cutter, Federal Corvette and Anaconda are unable to Low Wake, even if they have miraculosly avoided the FSD Reboot missiles;
  4. Shields >>> Almost always on (currently 90% of the time the shields are on), negating the only weakness - the hull - the Glaive might have;
  5. Frequent salvos of 4x Caustic Missiles (currently salvos are launched every 5-10 seconds) >>> Ships hit are always suffering caustic damage, even if they are able to burn it off, since they are being hit all the time;
  6. Frequent Lightning Attack, due to its ability to approach the CMDR at ease >>> All ships, fast or slow, are hit most of the time and get almost permanent random reboots in their modules;
  7. Guardian Degeneration Field >>> Within 1,5km (?) - therefore almost always, due to its speed - all your Guardian Modules (except Guardian Hull Reinforcements that have no Integrity) get 1-2% damage/second and became useless in 60s or less;
  8. Are present in Maelstrom, Control and Invasion systems, often in packs of 3, doing Hyperdictions, Interdictions and fighting in AX CZs.
So, what are the consequences of having all these abilities and no weaknesses (except weak hull, that gets negated because of its shields being always on) ?
  1. Specialized Fast Maelstrom Explorer or Pure Racer builds, optimized for escaping any trouble, will have only one option which is to run (SR+HS compulsory), as long as they can be faster than 800m/s. If not, they are dead;
  2. Experienced AX CMDRs, with AX Meta Builds and Guardian Weapons, have to kill them in 60s or less, high wake (very difficult) almost as fast or sacrifice Guardian Weapons to have a few AX Missiles/Multicannons in reserve to deal with them. If not, they are dead;
  3. Average AX CMDRs, with Specialized Human AX Builds (exclusively AX Missiles/Multicannons), have the same options as mentioned above, except they will not suffer degeneration from their weapons but will probably react worse to the situation;
  4. Newbie AX CMDRs, with unoptimized AX builds and very little experience, will be unable to escape, unable to avoid damage and get killed fast. 90% chance of death;
  5. Multirole ships. Only very experienced and cool-headed CMDRs will survive (SR+HS compulsory). 95% chance of death;
  6. Mission Runner ships. Only very experienced and cool-headed CMDRs will survive (SR+HS compulsory). 95% chance of death;
  7. Passenger/Refugee ships. Only very experienced and cool-headed CMDRs will survive (SR+HS compulsory). 95% chance of death;
  8. Trader ships. Only very experienced, cool-headed and very lucky CMDRs will survive (SR+HS compulsory). 99% chance of death;
  9. Explorer ships. Only very experienced, cool-headed and very lucky CMDRs will survive (SR+HS compulsory). 99% chance of death.
If any CMDR gets Hyperdicted/Interdicted by Scouts or Interceptors, they have the choice to run or fight. A Basilisk will make running almost impossible for most ships, but there is always the possibility to High Wake and survival will depend on the skill of the CMDR.

If one gets interdicted by a Glaive you do not have much choice, because, due to the FSD Reboot missiles and very high MLF, Low Wake becomes an impossibility and High Wake almost as much, denying survivability to any other than very specific Fast Maelstrom Explorer, Pure Racer or Human AX builds piloted by very experienced CMDRs.

As such, Glaives (Hunter Class) are now effectively denying Thargoid influenced space to +90% of the builds and probably to a even bigger percentage of CDMRs.

So, after all of these problems have been exposed, what can FDev do to avoid a MASSIVE exodus of CMDRs from their beloved 2nd Thargoid War ?

Either:
  1. Reduce speed of all current (Glaives) and future Hunter class ships to allow for some ships other than Fast Maelstrom Explorer/Pure Racer builds to have a chance to escape >>> 600m/s top speed;
  2. Remove FSD Reboot missiles ability, to allow for some chance of High Wake to some ships other than Fast Maelstrom Explorer/Pure Racer builds;
  3. Reduce frequency of shield activation so that Glaives have some time with its hull exposed;
  4. Reduce frequency of salvos of 4x caustic missiles so that the CMDRs' ship is not hit every 5 seconds;
  5. Reduce range and damage/second of Guardian Degeneration Field to allow for 2-3 minutes of use for Guardian Weapons.
Or:
  • Make them only available in Maelstrom and Control systems. If a veteran AX CMDR wants a challenge it is that CMDRs' choice to seek for it, not to be imposed to the rest of the CMDRs who are trying to run Refugee Missions/Salvage and do not seek insane AX challenges.
This is my personal view and opinion on the matter and I know that many hardcore veterans will intervene saying "Where is the challenge after that nerf?"...

That is why I explained that such content should be, either generally available and catered to the abilities of a sufficiently large number of CMDRs, or restricted to areas where super-duper CMDRs can go and have their kicks...

Opinions on this are welcome... :)

EDIT: Typos and layout
Totally agree. I have Killed 5 Glaive! I don't know how many Ships I lost, or how much time changing Ship Builds. But I can tell you I have Killed 80 Orthrus at $40.000.000 and my 5 Glaive kills at $4500. LOL But my Biggest peeve is all the interdictions. One can spend an entire day playing Elite but only make it to the Maelstrom twice.
Here's hoping the 15.02 Patch is going to fix things. Oh why do the Patches or fixes take Longer than the update did?
 
  • Fix implemented for the Glaive not correctly utilising its anti-guardian effect when in conflict zones around planetary ports.
Hoping this doesn't mean what I think it does?
 
  • Fix implemented for the Glaive not correctly utilising its anti-guardian effect when in conflict zones around planetary ports.
Hoping this doesn't mean what I think it does?
Pretty sure it does, when multiple people were present there would be desync where some people were affected and others weren't so obviously a bug.
 
Yes, it is enough for a Glaive that drops you in to normal space. But you have to be aggressive right away.

That is the exact weapon configuration that I am currently using. Sometimes I exchange the Mod Shards for Mod PCs.

For Medium ships, it is preferable to use Gimbaled EN AX MCs.

For lumbering Large ones, Turreted EN AX MCs are best.

For a specialized Glaive killer, AX Missiles do a lot of damage to their hull. The faster shot speed Enhanced are best for that kind of use.


EDIT: Added info...
Well, I had a very frustrating weekend ...

I guess a 250,000ls super-cruise trip wasn't the best choice of location to try different loadouts but I quickly realised the 1x C2 / 1xC1 Shards weren't cutting it for heart damage so wanted to switch things up a bit. Tried 3x C1 Plasmas / 3x C2 Shards but that was very heavy on the distro and the C1 Plasmas don't hit anywhere near as hard as the C2s. But I really liked having the two TV beams.

Transferred a bunch of stuff down - including whole ships with specific modules - and changed the build. If I forget to what exactly but I know it involved a 2D LR TV Beam, 2x Shards and then - probably - 1x C2 / 2x C1 Plasmas.

Third time lucky, right?

Got interdicted by a Glaive ... outran the Caustic Missiles ... did not outrun the FSD reboot missile. Thought about High Waking but I'd just flown 240,000ls for the third time so frankly wasn't in the mood for that!! Fine, I thought, aggression for the win ... so started laying into it with the Shards since it seemed too 'twitchy' to reliably hit with the Plasmas. Then an Interceptor jumped in and - I swear with literally no warning (although there was a missile warning of some sort so often I guess I could have missed it) - hit me with its Shutdown Field. After the 15 seconds were up? Yup, no weapons.

Heatsink. Boost. Heatsink. Boost. Change direction like a madman ... and I got out. With 79% hull. And no weapons.

So, arrived at Kneale Arena and headed straight to the outpost to repair. Except there's a CMDR sitting on the pad. And then a couple of Interceptors decide I'm an easy target leaving my hull at about 38% with no way to return fire. I boost away. Log out. Log into solo. Run the gambit to the outpost ... I literally bounce into dock with my Thrusters offline having being shot by everything on my way in. I have no idea what my hull was on but the aforementioned Thrusters, my FSD and a few other things all flashed up as "non operational" before I slammed into the deck and - mercifully - it registered it as a "landing".

Repair. Rearm. Then do it again from the "advanced" menu because I obviously got hit by at least one caustic missile on my way in.

Logout. Log into Open. Launch.

It's hydra time. Nope.

Dock. Logout. Log into Open. Launch.

Yay - fresh(er) instance.

Within seconds my hull is on 39% again as the swarm of Scounts prevents me from getting clear and over to the Interceptors.

Dock. Repair. Rearm. Launch.

Actively took on all the Scouts and got clear with 68% hull this time. Fine.

Found an Interceptor but between the Swarm and the rapidly respawning Scouts my hull is dropping rapidly. Got it down to one heart but then the other Interceptor decided to hit me with the Shutdown Field. Have they stopped warning about this or is it just the sheer number of missile warnings meaning it's only there for a second? I swear I never used to miss the alerts ...

In any event, this was all too frustrating so I left.

Later on I reworked my build to 2x C2 Shards / 2x C2 / and 2x C1 TV beams which requires no stablizer and hence allows for more hull. Was about to try for a 4th time but the system was already complete.

I might be done for a bit ...
 
I actually like the glaives quite a bit. They add a new dynamic to anything in Thargoid territory. Just did the unlock stuff for the caustic sinks today and had to kill about 10 of them to get it done. The clipper with AXMCs handled up to 2 of them pretty well unless scouts also spawned. They made it feel like an excursion into enemy territory instead of a casual fetch quest. EDSY Build - Some of the engineering is half-finished because I couldn't be bothered to go run off to the engineers for the experimentals, and I ran out of some G5 mats.

It would have been hard (but doable) without a carrier, but I would have needed an anti-corrosion rack to manage. For the Glaives, just keep your nose pointed at them and hold down the trigger, then once it's dead boost away, coast with FA-off so that anything new that spawns gets left behind and patch yourself up. Toggle your silent running on and off during the fight to keep heat up around 100 so you can quickly burn off corrosive - don't drop a heatsink unless you absolutely need to. If I had corrosive sinks already they would have been way easier.

I'm looking forward to seeing how they change AXCZs, I'm building up a mamba with 3 large EAXMCs and small TV beams to play around with. Should be fine for taking out anything smaller than a basilisk solo, and I'm sure the shard boats will be happy to have someone cleaning up glaives for them.

For the rescue guys, a python or krait with 3 large EAXMCs should be more than enough to survive glaive interdictions.
 
Last edited:
Well, I had a very frustrating weekend ...

I guess a 250,000ls super-cruise trip wasn't the best choice of location to try different loadouts but I quickly realised the 1x C2 / 1xC1 Shards weren't cutting it for heart damage so wanted to switch things up a bit. Tried 3x C1 Plasmas / 3x C2 Shards but that was very heavy on the distro and the C1 Plasmas don't hit anywhere near as hard as the C2s. But I really liked having the two TV beams.

Transferred a bunch of stuff down - including whole ships with specific modules - and changed the build. If I forget to what exactly but I know it involved a 2D LR TV Beam, 2x Shards and then - probably - 1x C2 / 2x C1 Plasmas.

Third time lucky, right?

Got interdicted by a Glaive ... outran the Caustic Missiles ... did not outrun the FSD reboot missile. Thought about High Waking but I'd just flown 240,000ls for the third time so frankly wasn't in the mood for that!! Fine, I thought, aggression for the win ... so started laying into it with the Shards since it seemed too 'twitchy' to reliably hit with the Plasmas. Then an Interceptor jumped in and - I swear with literally no warning (although there was a missile warning of some sort so often I guess I could have missed it) - hit me with its Shutdown Field. After the 15 seconds were up? Yup, no weapons.

Heatsink. Boost. Heatsink. Boost. Change direction like a madman ... and I got out. With 79% hull. And no weapons.

So, arrived at Kneale Arena and headed straight to the outpost to repair. Except there's a CMDR sitting on the pad. And then a couple of Interceptors decide I'm an easy target leaving my hull at about 38% with no way to return fire. I boost away. Log out. Log into solo. Run the gambit to the outpost ... I literally bounce into dock with my Thrusters offline having being shot by everything on my way in. I have no idea what my hull was on but the aforementioned Thrusters, my FSD and a few other things all flashed up as "non operational" before I slammed into the deck and - mercifully - it registered it as a "landing".

Repair. Rearm. Then do it again from the "advanced" menu because I obviously got hit by at least one caustic missile on my way in.

Logout. Log into Open. Launch.

It's hydra time. Nope.

Dock. Logout. Log into Open. Launch.

Yay - fresh(er) instance.

Within seconds my hull is on 39% again as the swarm of Scounts prevents me from getting clear and over to the Interceptors.

Dock. Repair. Rearm. Launch.

Actively took on all the Scouts and got clear with 68% hull this time. Fine.

Found an Interceptor but between the Swarm and the rapidly respawning Scouts my hull is dropping rapidly. Got it down to one heart but then the other Interceptor decided to hit me with the Shutdown Field. Have they stopped warning about this or is it just the sheer number of missile warnings meaning it's only there for a second? I swear I never used to miss the alerts ...

In any event, this was all too frustrating so I left.

Later on I reworked my build to 2x C2 Shards / 2x C2 / and 2x C1 TV beams which requires no stablizer and hence allows for more hull. Was about to try for a 4th time but the system was already complete.

I might be done for a bit ...
Great work getting out alive, despite all the bugs and the OP Glaives. 👍
 
Here's what I'm doing against the nagging Glaives: ECM

After I got the hang of it, works like a charm. No more annoying Hyperdictions.

ECM when you see the missile pop, boost, boost, boost and jump.
 
Back
Top Bottom