Gliaves are Winning.

I'm just thinking, maybe module reinforcements could take some of that damage. As is, it seems like the Guardian neutralizer field completely bypasses them.

How do I know? Running into a Glaive with a ship using an FSD booster and escaping. By the time I got away the booster was at 0%, but the module reinforcements(regular, not Guardian) were untouched. Figure it would provide more of a grace period to kill them, though some repairs would likely still be necessary after encountering one.
Yes. It probably should. But I believe it doesn't.

It's like the Degen Field neutralises the module protection as soon as it starts acting.
 
Way easier to optimise for hunters :D
You're right. It really is.


I'm just going to not bother with it. The guardians grind isn't worth being able to kill just one more ship but still be useless against hunters, because you can just run from everything and only hunters are worth killing instead of running from; they're not that strong versus AXMCs and I guess a couple AX missiles would soften them up nicely too. I've done the guardians loop a number of times but for these the requirement to do it once per weapon fitted is just way too steep for the reward; I'm not about to start learning how to cold orbit on mouse and keyboard and I don't have the patience to grind out interceptor kills (beyond cyclops ofc). I just want to obliterate Glaives and scouts and run from everything else. I guess it's time to bring my old Anaconda out of retirement. Back to EDH engineering for me :D
What is (are) the ship(s) you are planning on using in Thargoid areas?
 
You're right. It really is.



What is (are) the ship(s) you are planning on using in Thargoid areas?
I'm currently using the Krait MkII with 5x gimbled AXMCs and it's fine as it is, could probably just optimise internals for more defense (it definitely isn't optimised for AX combat as it uses shields and guardian boosters, both of which I'm going to ditch soon enough and I could use more hull defense in general). I was just thinking about going full 6x on an Anaconda, plus additional defense and flexibility for other stuff (which you get with the Krait but not quite as much). I can beat a single Glaive fine but I think two would be a bit too close. And I don't want to have to keep swapping modules out every time I want to do something else. So the Anaconda should give me everything I need plus the capability of taking 2x Glaives out.
 
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I wasn't following you initially. Yes, I know they do that. But do they do it instantly?
The answer is no. Also not constantly. I've had encounters with hunters where nothing happens to my guardian stuff. Its as if its some blast they do at or near the beginning and then its over after some time. Perhaps it is something that can be repeated.
Maybe it is just a bug that works in my favor occassionally.
 
I'm currently using the Krait MkII with 5x gimbled AXMCs and it's fine as it is, could probably just optimise internals for more defense (it definitely isn't optimised for AX combat as it uses shields and guardian boosters, both of which I'm going to ditch soon enough and I could use more hull defense in general). I was just thinking about going full 6x on an Anaconda, plus additional defense and flexibility for other stuff (which you get with the Krait but not quite as much). I can beat a single Glaive fine but I think two would be a bit too close. And I don't want to have to keep swapping modules out every time I want to do something else. So the Anaconda should give me everything I need plus the capability of taking 2x Glaives out.
What type of build were you thinking for your AX Anaconda ?
 
The answer is no. Also not constantly. I've had encounters with hunters where nothing happens to my guardian stuff. Its as if its some blast they do at or near the beginning and then its over after some time. Perhaps it is something that can be repeated.
Maybe it is just a bug that works in my favor occassionally.
Lucky you!!! It never happened to me. Although I only had two encounters with 4 Glaives, I always got the degeneration effect.
 
What type of build were you thinking for your AX Anaconda ?
Well initially modified shards and heat vent long range beams. I've just got the Mbooni permit today but I'm going to hold off grinding for the shard cannons for now and may just go for a full AXMC build. I always loved my old frag cannon builds back in the day, I find the weapon fun to use; I just don't think I'm going to do that grind if it's useless against the Glaives.

So pure heavy duty, non guardian, AX weaponry and hull protection, no shields and then fill the rest of the internals up with stuff I want to use (SRV bays and so on).

It is interesting that some have differing experiences with Glaives though. I know they're pretty new to the game and I'm almost toying with the idea of testing some ideas out with them to see if there is any way to counter them beyond just outdamaging them. I know I'd destroy them pretty easy with the build I'm thinking of. It just seem a bit silly the way the whole AX meta seems to be going down this module-counter-module route. You know, "here are Thargoids, you can't kill them but if you want to kill them then here's a grind you can do to get special weapons that kill them but now you can kill them, here's a new Thargoid that melts all those special things so that makes them useless, but hey... maybe later we'll have a CG that lets Aegis make new modules you can grind for that make you able to kill Glaives... but until then, here's this new big strange thing you can't get into but you can get this handy anti-caustic module if you want and that'll make it easier... Just add it to the huge, huge list of things you can slot into your ship..." and so on.

I like the concept of the ongoing story around Thargoids and the way it's evolving over time is definitely not something most games have but the whole AX meta is just such a mess. From a pure game play perspective, someone who just wants to play a game... AX combat itself is so irrevocably convoluted it's just not something the average player can just enjoy. And it should be, if I'm honest. But I think that ship sailed the day Horizons launched with engineers. If we never had engineers, along with none of the bullet sponge meta it introduced and none of the very, very drawn out upgrade pathways you need to follow every time you wish to make a new build, and all we had now was just module choices for AX combat (that didn't follow the same engineers formula that FD seem to really think is what everyone wants) then it might be more accessible.

So yeh... Buying a bunch of readily available modules that can never be upgraded... sounds right on the money for me. Kinda wish we could go back to those days. So for now I think I'll take the AX stuff because it requires zero grind.
 
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Well initially modified shards and heat vent long range beams. I've just got the Mbooni permit today but I'm going to hold off grinding for the shard cannons for now and may just go for a full AXMC build. I always loved my old frag cannon builds back in the day, I find the weapon fun to use; I just don't think I'm going to do that grind if it's useless against the Glaives.
It is not useless against Glaives if you can get a few shots before they get destroyed.

But with a full Human AX build you won't have to rush.


So pure heavy duty, non guardian, AX weaponry and hull protection, no shields and then fill the rest of the internals up with stuff I want to use (SRV bays and so on).
But what is the main purpose of such ship?

I am asking this because I almost always specialize my ships. I have 37 but only 2 of them are Multirole.


It is interesting that some have differing experiences with Glaives though. I know they're pretty new to the game and I'm almost toying with the idea of testing some ideas out with them to see if there is any way to counter them beyond just outdamaging them. I know I'd destroy them pretty easy with the build I'm thinking of. It just seem a bit silly the way the whole AX meta seems to be going down this module-counter-module route. You know, "here are Thargoids, you can't kill them but if you want to kill them then here's a grind you can do to get special weapons that kill them but now you can kill them, here's a new Thargoid that melts all those special things so that makes them useless, but hey... maybe later we'll have a CG that lets Aegis make new modules you can grind for that make you able to kill Glaives... but until then, here's this new big strange thing you can't get into but you can get this handy anti-caustic module if you want and that'll make it easier... Just add it to the huge, huge list of things you can slot into your ship..." and so on.
Yeah. It is a bit too cringe to me that FDev continues the same weak loops of grind and grind more for the weapons race.

They could create proper gameplay loops involving scouting/research missions for us to discover new Thargoid tech information and also gradually introduce Thargoid tech advances in a more subtle way.


I like the concept of the ongoing story around Thargoids and the way it's evolving over time is definitely not something most games have but the whole AX meta is just such a mess. From a pure game play perspective, someone who just wants to play a game... AX combat itself is so irrevocably convoluted it's just not something the average player can just enjoy.
I believe you are right. I tend to agree on that impression.


And it should be, if I'm honest. But I think that ship sailed the day Horizons launched with engineers. If we never had engineers, along with none of the bullet sponge meta it introduced and none of the very, very drawn out upgrade pathways you need to follow every time you wish to make a new build, and all we had now was just module choices for AX combat (that didn't follow the same engineers formula that FD seem to really think is what everyone wants) then it might be more accessible.
Yeah. It would.

Maybe even if Engineers had been introduced, as long as their upgrades had been only a few percent better than non-engineered. Then we wouldn't have the enormous power creep we have today.


So yeh... Buying a bunch of readily available modules that can never be upgraded... sounds right on the money for me. Kinda wish we could go back to those days. So for now I think I'll take the AX stuff because it requires zero grind.
The Human AX stuf...
 
Well initially modified shards and heat vent long range beams. I've just got the Mbooni permit today but I'm going to hold off grinding for the shard cannons for now and may just go for a full AXMC build. I always loved my old frag cannon builds back in the day, I find the weapon fun to use; I just don't think I'm going to do that grind if it's useless against the Glaives.

So pure heavy duty, non guardian, AX weaponry and hull protection, no shields and then fill the rest of the internals up with stuff I want to use (SRV bays and so on).

It is interesting that some have differing experiences with Glaives though. I know they're pretty new to the game and I'm almost toying with the idea of testing some ideas out with them to see if there is any way to counter them beyond just outdamaging them. I know I'd destroy them pretty easy with the build I'm thinking of. It just seem a bit silly the way the whole AX meta seems to be going down this module-counter-module route. You know, "here are Thargoids, you can't kill them but if you want to kill them then here's a grind you can do to get special weapons that kill them but now you can kill them, here's a new Thargoid that melts all those special things so that makes them useless, but hey... maybe later we'll have a CG that lets Aegis make new modules you can grind for that make you able to kill Glaives... but until then, here's this new big strange thing you can't get into but you can get this handy anti-caustic module if you want and that'll make it easier... Just add it to the huge, huge list of things you can slot into your ship..." and so on.
I'm still out in Colonia, waiting to hitch a ride back this weekend on a Fleet Carrier (already docked). I was going retool my AX FAS (which never saw much use, since Challenger did better) to be a quick dropship for AX restoration missions, with the hope it could defend itself against a Glaive attack. Here is the proposed build.

However, after watching this commander's Glaive kill video (found in the Thargoids section of this forum), I don't think it will stand a chance. It's possible it might be able to get away, though. The Glaive has FSD rebooting missiles, but this FAS has the fast booting (2 second) FSD drive. So perhaps that would give enough edge to jump out in time. I could also replace one of the utility points with an ECM jammer, as they apparently will jam the Thargoid FSD reboot missile. Anyone know if they work at all against the caustic missiles?
 
I'm still out in Colonia, waiting to hitch a ride back this weekend on a Fleet Carrier (already docked). I was going retool my AX FAS (which never saw much use, since Challenger did better) to be a quick dropship for AX restoration missions, with the hope it could defend itself against a Glaive attack. Here is the proposed build.

However, after watching this commander's Glaive kill video (found in the Thargoids section of this forum), I don't think it will stand a chance. It's possible it might be able to get away, though. The Glaive has FSD rebooting missiles, but this FAS has the fast booting (2 second) FSD drive. So perhaps that would give enough edge to jump out in time. I could also replace one of the utility points with an ECM jammer, as they apparently will jam the Thargoid FSD reboot missile. Anyone know if they work at all against the caustic missiles?
For AX Restoration missions (that I haven't done yet), from what other CMDRs reported, currently, leaving your ship far away (2Km) and dismissing it would help it not being attacked. But you should also park your SRV out of sight of Revenants for it not to be attacked, like behind/inside buildings. Also, a fast ship like an Imperial Courier might be better suited to those missions than the FAS, because of good shields and being very fast (750-800m/s). With that one you could avoid combat by running when hyper/interdicted.

Regarding your AX FAS:
  • You have 2 MRPs in the Military slots which amounts to 84% protection = 16% module damage. Per AXI analysis, when damage occurs, Military slots are the last to be counted for Module protection. So if you had a smaller MRP in a Normal slot, that one would get damaged first. Not so if all of them were in Normal slots. Then the largest would get damaged first. Also in that situation, using a small AFMU would allow you to repair it in combat. That is why MRPs should always be used in normal slots. Military slots should only use HRPs and/or SCBs. But it does not makes much difference in your build, since you only have two similar ones.
  • If you are using it only to do AX Restoration missions, the best approach would be to always run when hyper/interdicted. If you get a Glaive, you will have to fight and destroy it. And, according to the CMDRs that use it, I would change the SFN for an ECM to gain protection against FSD Reboot/Containment missiles. But be aware, from other CMDRs experiences, that it is difficult to get it right. When dropping to normal space and depending on distance to Glaive, charge it for ~1 second and then release it. That should be the best way to neutralize the FSD R/C missile.
And ECM does not work against caustic missiles. But they can be avoided, quite a few times, with good placement of the ship and boost.


EDIT: Typos...
 
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For AX Restoration missions (that I haven't done yet), from what other CMDRs reported, currently, leaving your ship far away (2Km) and dismissing it would help it not being attacked. But you should also park your SRV out of sight of Revenants for it not to be attacked, like behind/inside buildings. Also, a fast ship like an Imperial Courier might be better suited to those missions than the FAS, because of good shields and being very fast (750-800m/s). With that one you could avoid combat by running when hyper/interdicted.

Regarding your AX FAS:
  • You have 2 MRPs in the Military slots which amounts to 84% protection = 16% module damage. Per AXI analysis, when damage occurs, Military slots are the last to be counted for Module protection. So if you had a smaller MRP in a Normal slot, that one would get damaged first. Not so if all of them were in Normal slots. Then the largest would get damaged first. Also in that situation, using a small AFMU would allow you to repair it in combat. That is why MRPs should always be used in normal slots. Military slots should only use HRPs and/or SCBs. But it does not makes much difference in your build, since you only have two similar ones.
  • If you are using it only to do AX Restoration missions, the best approach would be to always run when hyper/interdicted. If you get a Glaive, you will have to fight and destroy it. And, according to the CMDRs that use it, I would change the SFN for an ECM to gain FSD Reboot/Containment missiles. But be aware, from other CMDRs experiences, that it is difficult to get it right. When dropping to normal space and depending on distance to Glaive, charge it for ~1 second and then release it. That should be the best way to neutralize the FSD R/C missile.
And ECM does not work against caustic missiles. But they can be avoided, quite a few times, with good placement of the ship and boost.
Thanks for your advice.

This build isn't intended for AX combat, but meant to be able to do limited AX combat against scouts and/or a Glaive if necessary. I have a dedicated Challenger build (using modified guardian shards or plasmas (I switch back and forth) and an AX anaconda with 6 enhanced AX multicannons.

I'm familiar with the AXI recommendation on where to place MRPs. However, it wasn't completely clear. I only have two MRPs, so why not put them in the military slots. I understand that normal ones go first, but I just don't get the logic in this case. Actually, I just don't get what they're trying to accomplish period.

Also, this ship did have an AFMU, but that was removed for the SRV bay. This ship's new intended purpose is AX Restoration missions, not full combat. I have my Challenger and Anaconda for that... and I don't intend to go looking for targets that can destroy Guardian tech.
 
The answer is no. Also not constantly. I've had encounters with hunters where nothing happens to my guardian stuff. Its as if its some blast they do at or near the beginning and then its over after some time. Perhaps it is something that can be repeated.
Maybe it is just a bug that works in my favor occassionally.
Indeed. Hunters disruptor field seems like something they activate on will, but not sure what conditions they need to use it, as right now it seems they use it randomly, sometimes they activate this field right on bat, sometimes after taking some dmg, and sometimes they dont use it at all.

Maybe its related to latency or lag, as I noticed that when instance is laggy, its when most often they "forgot" to activiate field but I did had atleast two interdictions of glaives where they did not used that field at all.


The Glaive has FSD rebooting missiles, but this FAS has the fast booting (2 second) FSD drive. So perhaps that would give enough edge to jump out in time.
Unfortunetly, thier missiles seems to have ability to kind of "overwrite" fast booting, as my AX ships all uses pre-enginnered FSD's with 2 sec boot timers. When missile hits, there is status icon of FSD disrupt under ship hologram, wich lasts about 15 sec and during that time not even fast booting FSD wont boot up any faster until status effect is gone, no matter of mods used. This is unique to hunter and thier missiles, as human based FSD disruptor missiles of any kind dont have such ability to overwrite boot times like thargoid FSD missiles does.

There is also one more thing about thargoid FSD misslies, as it can stack in a way, as any additional missile hit when FSD disrupt status is still active, causes to any later boot up to be longer, even if status itself is gone already.... in other words, for example: if you get hit 3 times like during 20 second window (sometimes they spam these that much), by FSD missile, next 3 reboots will be longer, even if status effect is wear off already. It seems it only stacks if there is any additional missile hits during status effect and amount of "longer" boot up's seems relative to missiles hits.

Tested this with class 5 pre-enginnered FSD wich have 2 sec boot time. Preety sure its a bug.
 
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Indeed. Hunters disruptor field seems like something they activate on will, but not sure what conditions they need to use it, as right now it seems they use it randomly, sometimes they activate this field right on bat, sometimes after taking some dmg, and sometimes they dont use it at all.

Maybe its related to latency or lag, as I noticed that when instance is laggy, its when most often they "forgot" to activiate field but I did had atleast two interdictions of glaives where they did not used that field at all.
It seems I don't have much luck... :(

Or my Internet connection is really low latency.


Unfortunetly, thier missiles seems to have ability to kind of "overwrite" fast booting, as my AX ships all uses pre-enginnered FSD's with 2 sec boot timers. When missile hits, there is status icon of FSD disrupt under ship hologram, wich lasts about 15 sec and during that time not even fast booting FSD wont boot up any faster until status effect is gone, no matter of mods used. This is unique to hunter and thier missiles, as human based FSD disruptor missiles of any kind dont have such ability to overwrite boot times like thargoid FSD missiles does.

There is also one more thing about thargoid FSD misslies, as it can stack in a way, as any additional missile hit when FSD disrupt status is still active, causes to any later boot up to be longer, even if status itself is gone already.... in other words, for example: if you get hit 3 times like during 20 second window (sometimes they spam these that much), by FSD missile, next 3 reboots will be longer, even if status effect is wear off already. It seems it only stacks if there is any additional missile hits during status effect and amount of "longer" boot up's seems relative to missiles hits.

Tested this with class 5 pre-enginnered FSD wich have 2 sec boot time. Preety sure its a bug.
Well, Issue Tracker then !!
 
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