Multi-Crew Vs Thargoid

Multi-Crew vs Thargoid

So I'm curious....has anyone attempted this.

Update:

So I've been experimenting with multi crew just plain bounty hunting, my thoughts are with the majority here in that it's difficult for the gunner unless your stationary as for attempting a thargoid it seems like certain death.
So the conclusion for Fdev is this if your reading this.

1- Allow Crew mates to target modules even if it's only available for Ax weapons. (You feature a trailer with what appears to be a multi crew ship fighting a thargoid which is currently extremely difficult.)

2- An axis to help the gunner have a consistent platform for orientation.

3- More available ax weapons on a ship. For multi crew to be a valid option 4 weapons isn't enough for a good fight. (Just a note CMDRs you can have 4 ax weapons and two flak cannons.)

4- please bring out ax weapons on fighters if the above isn't possible.

Any other thoughts to add here?
 
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Multi-Crew vs Thargoid

So I'm curious....has anyone attempted this.
I currently have an almost A rated engineered anaconda. (Just need a power plant)
I also own All the thargoid equipment turreted.
I want to attempt it but I'm not sure my flying skills are up to the challenge so I guess two things I want to know.

1. Has anyone defeated a thargoid in multi-crew if so what advice would you give.

2. Piloting advice regarding thargoid engagement.

I have beaten a handful of thargoids in a wing but it's becoming evident that either due to instancing or scaling they can be extremely tough. i.e; damage seems to stop at times.

It would be nice if we could get a fighter that had the ability to damage a Thargoid :( otherwise it's just the turret guy that will have most the fun - I don't know of anyone that's used multi-crew to take a Thargoid down.

Honestly, it is such a waste of a feature, but Frontier kind of killed it off by themselves by listening to the minority and applying ranks to any credit gains (while at the same time making it so wings gave you 100% shared bounty credits... /sigh... /nologic) - I really do wonder if multi-crew pilots will recieve 2,000,000 credits for taking down a Thargoid when there are restrictions in place.

So many wrong decisions - and it seems someone at Frontier isn't prepared to admit they were wrong to change their original implimentation.
 
It would be nice if we could get a fighter that had the ability to damage a Thargoid :( otherwise it's just the turret guy that will have most the fun - I don't know of anyone that's used multi-crew to take a Thargoid down.

Honestly, it is such a waste of a feature, but Frontier kind of killed it off by themselves by listening to the minority and applying ranks to any credit gains (while at the same time making it so wings gave you 100% shared bounty credits... /sigh... /nologic) - I really do wonder if multi-crew pilots will recieve 2,000,000 credits for taking down a Thargoid when there are restrictions in place.

So many wrong decisions - and it seems someone at Frontier isn't prepared to admit they were wrong to change their original implimentation.

I agree I see multi crew as more of a fun feature instead of a means to grind.

Yeah I wish you could put weapons on the fighter to it would be perfect for the thargons with the flak cannon.

I will try the next time I get online I might try with just one crew mate on turrets and crew lounge for the fighter. Unless I find a willing candidate for cannon fodder lol.
 
there are several things in Theory that speak against multicrew vs. thargoids.


  1. you already need almost all your ammo to solo a thargoid with fixed weapons - turrets do less damage with same low ammo count
  2. you can't wing up and multicrew a the same time. so if you try to compensate 1., one will do it for naught
  3. now the most severe isse: AFAIK Gunner can't target subsystems, and turrets largely auto-aim to the center. so how do you bring down the hearts?


i don't know if there is a hidden factor somewhere that the DEVs have implemented... but somehow it feels like they have already put multicrew on the list of abandoned features, like CQC
 
Had my friend pilot my SLF. Worked beautifully on the Thargon swarm. I get an extra pip AND a competent pilot.

Of course I haven't killed one yet as I haven't tried since I engineered my hull. The SLF multicrew pilot made it so much easier and fun though.
 
That's a huge over site on FDevs part. Can they not target the heart even if I select it.

If not come on FDev that's made multi crew pointless. I didn't realize this was an issue.

I can see how a multi crew SLF Is helpful though I might stick with a wing after all.
 
That's a huge over site on FDevs part. Can they not target the heart even if I select it.

If not come on FDev that's made multi crew pointless. I didn't realize this was an issue.

I can see how a multi crew SLF Is helpful though I might stick with a wing after all.

Indeed. A wing would still be the best bet for most.
 
CQC was made with console player mentality in mind (instant action)
and multicrew, especially the gunner controls are again tailored 200% towards console controler as input device.

maybe someone involved thought that beeing able to lock on subsystems would make the auto-aim for the gunner TOO overpowered, for whatever reason.
 
I tried it as a gunner, doesn't work since gunner can't target hearts. Missed opportunity.

I know you're not able to target the heart via the hud, but you can see the heart on the thargoid ship itself. If you hit it with the turreted cannon, does it still do damage to the heart?

If that's the case it's acting just like the fixed weapons, relying on player skill to hit and not falling back on gimbles.
 
I tried it as a gunner, doesn't work since gunner can't target hearts. Missed opportunity.

Not only can you not target the hearts as a gunner, but you have to untarget the Thargoid itself, because if you don't you'll constantly be fighting against the gunner's reticle from auto snapping away from the heart onto the center of the ship. It's really badly implemented and I can't believe FD released 2.4 without allowing the new gameplay from 2.3 to work with it. First they nerfed the payouts to the point where only a few bother using the feature, and now this. It's like they're actively discouraging multi-crew.
 
Not only can you not target the hearts as a gunner, but you have to untarget the Thargoid itself, because if you don't you'll constantly be fighting against the gunner's reticle from auto snapping away from the heart onto the center of the ship. It's really badly implemented and I can't believe FD released 2.4 without allowing the new gameplay from 2.3 to work with it. First they nerfed the payouts to the point where only a few bother using the feature, and now this. It's like they're actively discouraging multi-crew.

im not surprised at all to be honest.
 
Ah, So un-target the thargoid and then you have to communicate with the rest of the crew to see how you're doing. That doesn't sound too bad to be honest and if you'll certainly have to 'get gud' in the gunnars chair. But yup, maybe take the centre on target function off the gunner, make the targeting redicle a little more accurate and for god sake give the gunner an x-axis role to help orientate them.

As far as the reward nerf in multicrew, I still agree with it. The crew don't risk anything, unlike a wing where you are risking your ship, thus I feel as they're not risking anything, they shouldn't get the full reward.
 
Not only can you not target the hearts as a gunner, but you have to untarget the Thargoid itself, because if you don't you'll constantly be fighting against the gunner's reticle from auto snapping away from the heart onto the center of the ship. It's really badly implemented and I can't believe FD released 2.4 without allowing the new gameplay from 2.3 to work with it. First they nerfed the payouts to the point where only a few bother using the feature, and now this. It's like they're actively discouraging multi-crew.

They put out a main feature and basically said they're not going to improve it (ya, ya, unless we play it but it's so un-usable). I guess it's a beast to support or do any more with technically speaking.
 
They put out a main feature and basically said they're not going to improve it (ya, ya, unless we play it but it's so un-usable). I guess it's a beast to support or do any more with technically speaking.
they shouldnt have done multicrew.. its implementation atm is wasted dev time.. just like CQC and other stuff.

atm multicrew is a chair with nails sticking to the top, if you not gonna sit on it, they wont make a chusion for it..
and with the payouts it has, nobody that is still working towards bigger ships and more money is gonna waste their time on it.
 
Everyone was excited for multicrew when it was announced and it is fun if you get a good crew.

CQC is a good multiplayer blaster if you can get a game (CQC Discord helps a lot).

It does feel that these two only need a little push to make them more accessible.
 
Ah, So un-target the thargoid and then you have to communicate with the rest of the crew to see how you're doing. That doesn't sound too bad to be honest and if you'll certainly have to 'get gud' in the gunnars chair. But yup, maybe take the centre on target function off the gunner, make the targeting redicle a little more accurate and for god sake give the gunner an x-axis role to help orientate them.

As far as the reward nerf in multicrew, I still agree with it. The crew don't risk anything, unlike a wing where you are risking your ship, thus I feel as they're not risking anything, they shouldn't get the full reward.

No, it's bad. The turreted weapons do considerably less damage than fixed, enough so that you aren't going to have enough ammo to kill the thing, unless you have some synthasis handy. But the battle takes much longer and you're probably not gonna hold out long enough. You can kill a Thargoid faster and easier just flying in solo with fixed weapons.

What they need to do is allow gunners to target module's, so they can actually target the heart and get the proper leads for the reticle. And the turreted weapons could use a bit of a buff.

The nerf was far too extreme. Maybe it helps with your immersion but all it really accomplished was removing any incentive to use the feature. You're much more effective just winging up. The whole "risk" argument doesn't hold up anyway. Other than Thargoids and PvP, when was the last time any activity in Elite had any kind of risk involved.
 
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So I've been experimenting with multi crew just plain bounty hunting, my thoughts are with the majority here in that it's difficult for the gunner unless your stationary as for attempting a thargoid it seems like certain death.
So the conclusion for Fdev is this if your reading this.

1- Allow Crew mates to target modules even if it's only available for Ax weapons. (You feature a trailer with what appears to be a multi crew ship fighting a thargoid which is currently extremely difficult.)

2- An axis to help the gunner have a consistent platform for orientation.

3- More available ax weapons on a ship. For multi crew to be a valid option 4 weapons isn't enough for a good fight. (Just a note CMDRs you can have 4 ax weapons and two flak cannons.)

4- please bring out ax weapons on fighters if the above isn't possible.

Any other thoughts to add here?
 
This is a general comment, not an attempt to bash FD.

It's a somewhat self-defeating cycle, and both of these features are prime examples.

Steps:


  1. /Start Cycle
  2. FDev adds new feature to game @50% functional benchmark.
  3. Players: "crap, this is half-, not worth my time" <*goes back to A->B grind routine>
  4. FDev: "crap, nobody uses it...oh well, we tried" <*dev resources reallocated to next task on roadmap*>
  5. /End Cycle -> 1.

My humble opinion is that both of these features would have serious potential but there has to be polished enough in Version 1 to gain traction to justify iterative improvements in future releases. This had not happened--so far--with MC/CQC.
 
there are several things in Theory that speak against multicrew vs. thargoids.


  1. you already need almost all your ammo to solo a thargoid with fixed weapons - turrets do less damage with same low ammo count
  2. you can't wing up and multicrew a the same time. so if you try to compensate 1., one will do it for naught
  3. now the most severe isse: AFAIK Gunner can't target subsystems, and turrets largely auto-aim to the center. so how do you bring down the hearts?


i don't know if there is a hidden factor somewhere that the DEVs have implemented... but somehow it feels like they have already put multicrew on the list of abandoned features, like CQC

It really would have been nice, if multicrew was of any use besideds bountyhunting.

There are only some tweaks needed to make it at least somewhat feasible for Xeno-hunting...

I know, SLF can fight the Thargon Swarm - at least something...

+Rep Bunkerkind!
 
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