Guardian ECM

Many large ships are unusable in normal AX combat. They take massive damage from the swarms, and are unable to effectively avoid swarm missiles like medium and small ships. You can be doing perfectly well for 20 minutes, only to get caught out by a swarm and instantly lose a huge amount of health and module integrity.

This is made worse by the fact that large ships actually take more damage from Thargon missiles. In my testing, a single missile was dealing about 25 damage to a small ship, like an Adder, while dealing closer to 100 damage to the largest ships, like the T10. Swarms are debilitating for large ship users.

This has recently been made much worse by the changes in Thargoid behavior. Before, you could boost away and reverski to kill solo interceptor swarms, but nowadays, if you move too far away, they just warp out. The only place they DON'T warp out is in Conflict Zones, but there, the swarm is so distracted by NPCs and changes direction so constantly, it becomes effectively impossible to hit them with Flak. And of course, without killing the swarm, you really can't go for a large ship, as they shred shields and missile you like crazy, and you can't dodge due to your lower speed.

I don't mind the fact that medium ships are preferred, but it would be nice to be able to use larger ships in some circumstances, like for a support craft or to run Multicrew. So I'd like to suggest a new module, the Guardian ECM.

Guardian ECM​

Power Use: Large
Distributor Use: MASSIVE
Range: 3000m
Damage: Up to 32 Thargons with a full charge.
Cooldown: 60 seconds

This ECM would allow you to charge up and destroy up to 32 thargons per pulse. After this, it would have a VERY long cooldown, something like a whole minute. It should also take a large amount of distributor power, to prevent you from running several of them too easily, and take a long time to boot up, as well. If someone wanted to run a dedicated ECM-Boat, that would be fine, but they'd need a systems-enhanced power distributor to run it. That would probably be the first time anyone's ever run a sys-enhanced power distro in the history of elite.

Now, what would this actually accomplish? The most immediate thing would be the instant destruction of Cyclops swarms. These swarms are very annoying, because Cyclopses lose hearts so fast they basically respawn instantly. Therefore, we also need a way to destroy them just as fast. One pulse would destroy them, allowing the large ship to fight unhindered for a brief period.

For larger thargoids, the main impact would be in size of the swarm and difficulty eliminating it. A Basilisk swarm could be destroyed completely if two players pulse at the same time, or it could be made into a Cyclops swarm, allowing it to be more easily destroyed with flak. Medusa and Hydra swarms would take more effort, but those swarms also tend to be spawned more rarely, so it's more acceptable for them to take longer to destroy. Still, if you had 3-4 players with Guardian ECM, you could instantly destroy them.

As we all know, many players actively choose to fight by a planet to avoid needing to fight swarms. This would be a great way to help even things out, in exchange for a small sacrifice in a utility slot and some intentional use.

It's high time Humanity advance our anti-swarm technology. Now, as the war moves into the second half, is the perfect time. Let's go, human engineers! Let's see some advances in this area!
 
Many large ships are unusable in normal AX combat. They take massive damage from the swarms, and are unable to effectively avoid swarm missiles like medium and small ships. You can be doing perfectly well for 20 minutes, only to get caught out by a swarm and instantly lose a huge amount of health and module integrity.

This is made worse by the fact that large ships actually take more damage from Thargon missiles. In my testing, a single missile was dealing about 25 damage to a small ship, like an Adder, while dealing closer to 100 damage to the largest ships, like the T10. Swarms are debilitating for large ship users.

This has recently been made much worse by the changes in Thargoid behavior. Before, you could boost away and reverski to kill solo interceptor swarms, but nowadays, if you move too far away, they just warp out. The only place they DON'T warp out is in Conflict Zones, but there, the swarm is so distracted by NPCs and changes direction so constantly, it becomes effectively impossible to hit them with Flak. And of course, without killing the swarm, you really can't go for a large ship, as they shred shields and missile you like crazy, and you can't dodge due to your lower speed.

I don't mind the fact that medium ships are preferred, but it would be nice to be able to use larger ships in some circumstances, like for a support craft or to run Multicrew. So I'd like to suggest a new module, the Guardian ECM.

Guardian ECM​

Power Use: Large
Distributor Use: MASSIVE
Range: 3000m
Damage: Up to 32 Thargons with a full charge.
Cooldown: 60 seconds

This ECM would allow you to charge up and destroy up to 32 thargons per pulse. After this, it would have a VERY long cooldown, something like a whole minute. It should also take a large amount of distributor power, to prevent you from running several of them too easily, and take a long time to boot up, as well. If someone wanted to run a dedicated ECM-Boat, that would be fine, but they'd need a systems-enhanced power distributor to run it. That would probably be the first time anyone's ever run a sys-enhanced power distro in the history of elite.

Now, what would this actually accomplish? The most immediate thing would be the instant destruction of Cyclops swarms. These swarms are very annoying, because Cyclopses lose hearts so fast they basically respawn instantly. Therefore, we also need a way to destroy them just as fast. One pulse would destroy them, allowing the large ship to fight unhindered for a brief period.

For larger thargoids, the main impact would be in size of the swarm and difficulty eliminating it. A Basilisk swarm could be destroyed completely if two players pulse at the same time, or it could be made into a Cyclops swarm, allowing it to be more easily destroyed with flak. Medusa and Hydra swarms would take more effort, but those swarms also tend to be spawned more rarely, so it's more acceptable for them to take longer to destroy. Still, if you had 3-4 players with Guardian ECM, you could instantly destroy them.

As we all know, many players actively choose to fight by a planet to avoid needing to fight swarms. This would be a great way to help even things out, in exchange for a small sacrifice in a utility slot and some intentional use.

It's high time Humanity advance our anti-swarm technology. Now, as the war moves into the second half, is the perfect time. Let's go, human engineers! Let's see some advances in this area!
Playing a big ship in AXCZ I also just ignore the swarm. And I agree that it is necessary to have something to fight it more effective than the existing launchers.
But I don't like the ECM against it.
 
Playing a big ship in AXCZ I also just ignore the swarm. And I agree that it is necessary to have something to fight it more effective than the existing launchers.
But I don't like the ECM against it.
Yeah? I like ECM because it also would work against scythes, and we don't use ecm very often.
 
I need this please and thank you! You are right about the aiming with flak being constantly difficult. I did a type 10 and tried two roof and one floor flak to make a triangle, and it worked pretty well when the swarm was in a circle, but I had no idea I was actually just straight up taking more damage from them. What a pain. I named that type-10 wasted credits.
 
Yeah? I like ECM because it also would work against scythes, and we don't use ecm very often.
I don't mind the ECM module, I use it sometimes too. I just don't quite like the idea of destroying a swarm with a field. It's not quite clear how it would work since the swarm has different numbers and the ECM would essentially be able to kill all the swarms in the zone at once.
 
I need this please and thank you! You are right about the aiming with flak being constantly difficult. I did a type 10 and tried two roof and one floor flak to make a triangle, and it worked pretty well when the swarm was in a circle, but I had no idea I was actually just straight up taking more damage from them. What a pain. I named that type-10 wasted credits.
Sorry I'm using word translation and didn't quite get the point.
Are you saying that the POI destroys the swarm?

P.S. I sometimes look at the armament of AI pilots in AXCZ and have always wondered why T-10 have up to 4 POI fixes.
 
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I like the idea of using the ECM as well. I also think maybe the radius should be a bit smaller but everything within it should get fried.
 
I don't mind the ECM module, I use it sometimes too. I just don't quite like the idea of destroying a swarm with a field. It's not quite clear how it would work since the swarm has different numbers and the ECM would essentially be able to kill all the swarms in the zone at once.

What if the ECM could destroy any number of thargons, but it takes more and more power to destroy more? I don't want to make thargons completely irrelevant is my big deal.
 
What if the ECM could destroy any number of thargons, but it takes more and more power to destroy more? I don't want to make thargons completely irrelevant is my big deal.
If the radius of the field is reduced to account for the extra power needed to make them pop then waiting until the last second to get them all could be a worthwhile skill to attach to it.
 
If the radius of the field is reduced to account for the extra power needed to make them pop then waiting until the last second to get them all could be a worthwhile skill to attach to it.
Why do you think everything should get fried?
I'm just concerned about flak becoming entirely outdated is all.
 
I see the cooldown is 60 seconds but how long to charge up?
Can it be fired at reduced power if not fully charged?
And does the charge dissipate if not released?

It was probably 2016 when I tried and gave up on ECM because you needed to spot the missile attack coming in then charge and fire the pulse.
 
I see the cooldown is 60 seconds but how long to charge up?
Can it be fired at reduced power if not fully charged?
And does the charge dissipate if not released?

It was probably 2016 when I tried and gave up on ECM because you needed to spot the missile attack coming in then charge and fire the pulse.

The charge time should probably be pretty fast, so it can consume your distributor fast enough to make system-enhanced worth using.

I would allow it to be fired at reduced power, with either lower range, less thargons, or both.

The charge should instantly fire when either the distributor is depleted or the button is released.

Normally I don't use ECM either, but there is a use case for Scythes, as it's the only effective way to kill their hatchbreaker limpets, which are otherwise essentially undodgable.
 
Why do you think everything should get fried?
I think of the ECM as an EMP or the Thargoid Shutdown Field, if you're within it's boundaries you are going to be affected by it in effectively a binary way.

I'm just concerned about flak becoming entirely outdated is all.
A good reason to keep the area perimeter smaller than larger, it might be possible to take out the whole swarm in one hit at just the right moment, and with skill, but it's likely a few stragglers will be left alive, which can either be tanked by a big ship or finished off with flak. Also, I would say the ECM may be a better option for the larger ships as the chance of getting hit is higher using it than with using flak cannons from a distance, which would be more beneficial for smaller ships.
 
I'm not a huge fan of this solution to the Thargon issue, but objectively it does tick many of the boxes. I think the new anti-swarm measure should be something that is best suited for large ships. They have harder time avoiding the swarm and bringing flak to bear if they use that. Also being able to take care of swarms effectively would give them stronger support character and I think that is already a pretty decent role for larges.

Making it an utility slot item and making it require a lot of power are good ways to direct it towards larger AX ships. I wouldn't even mind if it was capable of hitting all swarms in range at once. Getting 2 or more swarms in range would require paying attention on them for some time, and there are always more swarms in CZ.
 
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