Need suggestions for building an anaconda thargoid hunter

Currently mining guardian technology components and have 30+. Panning to get 4 large shard cannons. Question - what class and fixed or turreted?

This website... https://elite-dangerous.fandom.com/wiki/Guardian_Shard_Cannon .. indicates class 1 turreted only comes in f rated. Is that correct? Can they be engineered.

Question - do I need guardian hull reinforcements or will standard be okay? Can they be engineerred?

Any other advice - I'm open to suggestions.

I currently have 6 billion credits mostly accumulated from massacre missions and some mining and I'm elite in combat. Cost isn't a problem.

Thank you for any replies.
 
AXI has what you want. Short answer is anaconda is not ideal due to low speed
I discovered that the hard way. Not only is it slow but the shard cannons seemed to have no effect. Why doe the site recommend shieldless? Shields are no defense against thargoids? Why are they using cargo racks?
 
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I discovered that the hard way. Not only is it slow but the shard cannons seemed to have no effect. Why doe the site recommend shieldless? Shields are no defense against thargoids? Why are they using cargo racks?
Shards:
Shards are really only effective against cyclopes and you have to be very, very close. The modified Salvation Shards are a different animal. If you're not using Salvatio modified weapons, your choice is between Gauss, Guass, or alternately you can use Gauss.

Shieldless:
Swarms are much less accurate vs. shieldless targets and without a shield you can run much colder. If you maintain IIRC <= 20% temperature, the Interceptor cannon shots become much less accurate - if you stay out of their forward 30 degree(ish) arc they won't hit you - this leads to the tactic of cold-orbiting during attack runs. Cold orbiting is pretty much a necessity if you want to take on Medusa+ solo.

Cargo Racks are necessary for limpets, which you need for self-repair (along with the appropriate controller).

If you want to use a large ship, the Cutter is your best bet as it can outrun anything but a Basilisk if built correctly. It uses heavily engineered prismatic shields and cold reboots after killings a heart to restore half-shield strength. You will still need self-repair capacity due to the phasing damage.

IMHO, I'm perfectly content to stick with Cyclopes and Basalisks with the occasional Medusa as part of a wing. Anything over a Basilisk pretty much requires synthing ammo for Flak Cannons, and I'm not a fan of synthing.
 
You might give some thought to what you want out of AX combat. The ships are pretty dedicated builds and it takes a fair amount of effort to put one together. In no particular order: some things to consider.

Access to Guardian Tech and Engineering makes a BIG difference. I consider Gauss Cannons and Guardian Module Reinforcement mandatory. As long as you're going to make the trip, its not that much additional time to get the rest of the guardian stuff.

If you don't already have all the Engineers unlocked, the Guardian Power Plant, Distributor and HRPs are roughly equivalent to G4. The impact on going from no engineering to G4 is huge, but the jump from G4 to G5 is bigger than it may seem because while the incremental bonuses are small, the effect on your damage output and survivability is multiplicative. (e.g. a bigger PD means less heat when firing and so more damage during attack runs which means fewer attack runs leading to less damage taken...)

Synthing ammo for Guardian weapons is expensive, and the Guardian materials needed will generally send you back to guardian sites to get them. For this reason, I don't synth guardian ammo. I find the synthing mechanic annoying and generally avoid it across the board. Reluctance to Synth means certain styles of AX combat aren't available.

AX combat is largely about learning the behavior of Thargoids. The fights can be daunting at first. In Horizon 3.8, Interceptors have forgotten how to use their caustic missiles and only use their Shutdown Field Neutralizer on entering an instance. Sites like Bug Killer (any thargoid location withing 8km of a planet surface) prevent Interceptors from using their swarms. If you want a stepped difficulty introduction to Thargoid Combat:
Start with 3.8 at Bug Killer
Then 3.8 in a threat 5 Non-Human Signal Source
Then 4.0 at Bug Killer
Then 4.0 at a threat 5 Non-Human Signal Source.

Threat 5s give Cyclopes (or possibly scouts) You can actually check whether or not a NHSS has scouts or interceptors using the FSS and there's another trick regarding the frequency setting (I believe the left half of the zone that picks up NHSS's indicates scouts while the right half indicates interceptors, but I might have reversed that).

The difficulty jump from Cyclopes to Basilisks is a big one. Especially if you're not going shieldless/cold orbiting.

I like piloting a big ship, so for me a heavily Shielded Cutter is perfect. If you prefer more of a dog-fighting experience you're going to want something like a Krait or Chieftan, and while you might start with a shielded or hybrid build, you're going to end up with a shield-less Cold-orbiting build if you want to get beyond Basilisks.
 
You might give some thought to what you want out of AX combat. The ships are pretty dedicated builds and it takes a fair amount of effort to put one together. In no particular order: some things to consider.

Access to Guardian Tech and Engineering makes a BIG difference. I consider Gauss Cannons and Guardian Module Reinforcement mandatory. As long as you're going to make the trip, its not that much additional time to get the rest of the guardian stuff.

If you don't already have all the Engineers unlocked, the Guardian Power Plant, Distributor and HRPs are roughly equivalent to G4. The impact on going from no engineering to G4 is huge, but the jump from G4 to G5 is bigger than it may seem because while the incremental bonuses are small, the effect on your damage output and survivability is multiplicative. (e.g. a bigger PD means less heat when firing and so more damage during attack runs which means fewer attack runs leading to less damage taken...)

Synthing ammo for Guardian weapons is expensive, and the Guardian materials needed will generally send you back to guardian sites to get them. For this reason, I don't synth guardian ammo. I find the synthing mechanic annoying and generally avoid it across the board. Reluctance to Synth means certain styles of AX combat aren't available.

AX combat is largely about learning the behavior of Thargoids. The fights can be daunting at first. In Horizon 3.8, Interceptors have forgotten how to use their caustic missiles and only use their Shutdown Field Neutralizer on entering an instance. Sites like Bug Killer (any thargoid location withing 8km of a planet surface) prevent Interceptors from using their swarms. If you want a stepped difficulty introduction to Thargoid Combat:
Start with 3.8 at Bug Killer
Then 3.8 in a threat 5 Non-Human Signal Source
Then 4.0 at Bug Killer
Then 4.0 at a threat 5 Non-Human Signal Source.

Threat 5s give Cyclopes (or possibly scouts) You can actually check whether or not a NHSS has scouts or interceptors using the FSS and there's another trick regarding the frequency setting (I believe the left half of the zone that picks up NHSS's indicates scouts while the right half indicates interceptors, but I might have reversed that).

The difficulty jump from Cyclopes to Basilisks is a big one. Especially if you're not going shieldless/cold orbiting.

I like piloting a big ship, so for me a heavily Shielded Cutter is perfect. If you prefer more of a dog-fighting experience you're going to want something like a Krait or Chieftan, and while you might start with a shielded or hybrid build, you're going to end up with a shield-less Cold-orbiting build if you want to get beyond Basilisks.
Thanks for taking the time to type all of that. I decided to try an Alliance Chieftan. It's unfortunate the anaconda won't work because it is fully modded but I've accumulate most of what I need for the Chieftan. The only thing I don't have is the remote release flak launcher. Does it matter whether it is fixed or turreted?

If I stay within 8 km of a planet can I swap out the flak launcher with another cannon?

I notice recommended builds are using regular modded hull reinforcements instead of guardian - is that correct?

My plan is to get the ship built and modded and then try to gain access to Mbooni and get the modified weapons. I am going to try with no shields even though it is counter intuitive. I'll need to look at cold orbiting on youtube and to see what I need to do to unlock Mbooni.


Thanks again.
 
Thanks for taking the time to type all of that. I decided to try an Alliance Chieftan. It's unfortunate the anaconda won't work because it is fully modded but I've accumulate most of what I need for the Chieftan. The only thing I don't have is the remote release flak launcher. Does it matter whether it is fixed or turreted?

If I stay within 8 km of a planet can I swap out the flak launcher with another cannon?

I notice recommended builds are using regular modded hull reinforcements instead of guardian - is that correct?

My plan is to get the ship built and modded and then try to gain access to Mbooni and get the modified weapons. I am going to try with no shields even though it is counter intuitive. I'll need to look at cold orbiting on youtube and to see what I need to do to unlock Mbooni.


Thanks again.
Turreted Flak is not necessary and the turret only works if you're doing multicrew.
You can actually go a bit higher than 8km without provoking a swarm launch, but yes. If you're not going to face swarms you can fit something else.
regarding the Salvation weapons, while they are interesting (i like the PCs), they aren't the meta. Gauss is pretty much your go-to especially while learning.

Finally, G5 Heavy Duty, Deep Hull Modules give more raw HP than the Guardian equivalents and without power consumption so they are preferred. The Guardian versions are attractive in class 1 and 2 slots because of the caustic resistance they provide. Guardian module reinforcement is preferred because they have higher integrity than standard versions.

Thargoids ignore Thermal, Kinetic and Explosive resistance, so raw increases are preferred. (Caustic is a minor exception, but most of a 'goid damage is cannons and lightning, neither of which is caustic). See the two comments below.
 
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Turreted Flak is not necessary and the turret only works if you're doing multicrew.
You can actually go a bit higher than 8km without provoking a swarm launch, but yes. If you're not going to face swarms you can fit something else.
regarding the Salvation weapons, while they are interesting (i like the PCs), they aren't the meta. Gauss is pretty much your go-to especially while learning.

Finally, G5 Heavy Duty, Deep Hull Modules give more raw HP than the Guardian equivalents and without power consumption so they are preferred. The Guardian versions are attractive in class 1 and 2 slots because of the caustic resistance they provide. Guardian module reinforcement is preferred because they have higher integrity than standard versions.

Thargoids ignore Thermal, Kinetic and Explosive resistance, so raw increases are preferred. (Caustic is a minor exception, but most of 'goid damage is cannons and lightning, neither of which is caustic).
Slight correction; both the primary cannon and thargon bullets are both also the caustic damage type.

Because of this, Guardian hull reinforcements can be considered worth it in any circumstance where you will be using more than three repair limpets per fight. Beyond that point, you will have more effective armor than you would have otherwise.

With the added bonus of increased module durability, as well.
 
Slight correction; both the primary cannon and thargon bullets are both also the caustic damage type.

Because of this, Guardian hull reinforcements can be considered worth it in any circumstance where you will be using more than three repair limpets per fight. Beyond that point, you will have more effective armor than you would have otherwise.

With the added bonus of increased module durability, as well.
yes and no... The Phasing damage from the primary cannon and the Thargon bullets is Absolute. Raw damage is Caustic. So how much you care about Caustic resistance hinges largely on whether or not you go shield-less and whether or not you can consistently avoid the caustic missiles (which apply a dot through shield).

For my self, I use Guardian HRPs in the two smallest available slots and G5 HRPs in the rest.
 
I've seen reactive, lightweight and military armor builds. Which do you suggest and what engineering modifications/experimental do you use on power distributor and power plant for thargoids? I've seen several builds. Some say weapons focused distributor is best for shieldless because it helps the weapons stay cool.

Thanks again.
 
I've seen reactive, lightweight and military armor builds. Which do you suggest and what engineering modifications/experimental do you use on power distributor and power plant for thargoids? I've seen several builds. Some say weapons focused distributor is best for shieldless because it helps the weapons stay cool.

Thanks again.
I sometimes use Weapon Focused Distributors for mining and turret builds, but never for Thargoid combat. The problem with Weapon Focused is it really kills your ability to boost. Unless you have a specific reason you know is effective, Charge Enhanced is almost always the best choice. No amount of Distributor Engineering is going to keep Gauss Cannons Cold - for that you need Heat Sinks.

Armor is a little more complicated. Speed is essential for controlling the pace of the fight: >450 m/s for anything not a Basilisk and >530 for Basilisk, all the mods/choices for raw Armor increase mass (which decreases speed), so you take the bulkiest armor you can without sacrificing too much speed.

Meta-shieldless per AXI
 
I sometimes use Weapon Focused Distributors for mining and turret builds, but never for Thargoid combat. The problem with Weapon Focused is it really kills your ability to boost. Unless you have a specific reason you know is effective, Charge Enhanced is almost always the best choice. No amount of Distributor Engineering is going to keep Gauss Cannons Cold - for that you need Heat Sinks.

Armor is a little more complicated. Speed is essential for controlling the pace of the fight: >450 m/s for anything not a Basilisk and >530 for Basilisk, all the mods/choices for raw Armor increase mass (which decreases speed), so you take the bulkiest armor you can without sacrificing too much speed.

Meta-shieldless per AXI
Thanks - I'm going to finalize the build on my chieftan and go hunting.
 
I sometimes use Weapon Focused Distributors for mining and turret builds, but never for Thargoid combat. The problem with Weapon Focused is it really kills your ability to boost. Unless you have a specific reason you know is effective, Charge Enhanced is almost always the best choice. No amount of Distributor Engineering is going to keep Gauss Cannons Cold - for that you need Heat Sinks.

Armor is a little more complicated. Speed is essential for controlling the pace of the fight: >450 m/s for anything not a Basilisk and >530 for Basilisk, all the mods/choices for raw Armor increase mass (which decreases speed), so you take the bulkiest armor you can without sacrificing too much speed.

Meta-shieldless per AXI
Never mind - problem solved.
 
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Is there a way to fight individual thargoids? All of the "unidentified" targets I've found seem to have 4 ships. I can beat 1 but 4 is something I can't seen to accomplish
Threat 1-4 Non-Human Signal Sources (NHSS) are Scout only
Threat 5 NHSS are either a squadron of Scouts or a single Cyclopes. One or the other, never both.

By your description, it sounds like you're fighting scouts. For scouts, Kill order is Berserker > Regenerator > Inciter > Marauder. Prioritize Regenerators over Berserkers if you have trouble killing your target quickly. Scout combat is useful for practicing Gauss marksmanship: a scout at effective range is a reasonable stand-in for an interceptor heart.
 
Threat 1-4 Non-Human Signal Sources (NHSS) are Scout only
Threat 5 NHSS are either a squadron of Scouts or a single Cyclopes. One or the other, never both.

By your description, it sounds like you're fighting scouts. For scouts, Kill order is Berserker > Regenerator > Inciter > Marauder. Prioritize Regenerators over Berserkers if you have trouble killing your target quickly. Scout combat is useful for practicing Gauss marksmanship: a scout at effective range is a reasonable stand-in for an interceptor heart.
Do I need a xeno scanner to determine the various types of scouts?

I tried lvl 5 cyclops but I need to get better with the remote flak to take out the swarm. Before I do that I've decided to get the modified gauss and shard cannons at mbooni and then return to take on the thargoids.
 
Do I need a xeno scanner to determine the various types of scouts?

I tried lvl 5 cyclops but I need to get better with the remote flak to take out the swarm. Before I do that I've decided to get the modified gauss and shard cannons at mbooni and then return to take on the thargoids.
You need a xeno scanner to identify the scouts, though there are some visual tells. Regerators glow green. Berserkers Glow red. I can usually pick out Regenerators but sometimes mistake Inciters as Beserkers and vice versa.

Easiest way to deal with the swarm is to boost away, FA off, cut the throttle and flip 180 degrees. you'll be flying in reverse pointed at the swarm.
 
You need a xeno scanner to identify the scouts, though there are some visual tells. Regerators glow green. Berserkers Glow red. I can usually pick out Regenerators but sometimes mistake Inciters as Beserkers and vice versa.

Easiest way to deal with the swarm is to boost away, FA off, cut the throttle and flip 180 degrees. you'll be flying in reverse pointed at the swarm.
I'm guessing you equip a 4th heat sink instead of a xeno scanner. I was doing the flip but FA off is what I wasn't doing. I'll try again. Regarding modified weapons do you recommend shard or gauss?
 
I'm guessing you equip a 4th heat sink instead of a xeno scanner. I was doing the flip but FA off is what I wasn't doing. I'll try again. Regarding modified weapons do you recommend shard or gauss?
When I use a smaller ship I go with a scanner, neutralizer, booster and one of the modified heat sinks (And synth as needed), but usually I use a cutter. As for weapons, the standard gauss is still the best. The only modified salvation weapon I use is the PC. It works well for multirole, cyclops and exerting basilisk hearts, but it’s not optimal.
 
When I use a smaller ship I go with a scanner, neutralizer, booster and one of the modified heat sinks (And synth as needed), but usually I use a cutter. As for weapons, the standard gauss is still the best. The only modified salvation weapon I use is the PC. It works well for multirole, cyclops and exerting basilisk hearts, but it’s not optimal.
Is a cutter fast enough to outrun the thargoids?
 
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