new Enhanced Xeno Scanner and new Enhanced Shutdown Field Neutraliser

add new Enhanced Xeno Scanner and Enhanced Shutdown Field Neutraliser
my ship Xeno Scanner slow scan and 500m hard Thargoid CYCLOPS INTERCEPTOR fast speed
my ship Shutdown Field Neutraliser 3000m hard Thargoid CYCLOPS INTERCEPTOR ranger 2000m shut down my ship

new Enhanced Xeno Scanner 5000m and fast scan
new Enhanced Shutdown Field Neutraliser 7000m
 
Last edited:
add new Enhanced Xeno Scanner and Enhanced Shutdown Field Neutraliser
my ship Xeno Scanner slow scan and 500m hard Thargoid CYCLOPS INTERCEPTOR fast speed
my ship Shutdown Field Neutraliser 2000m hard Thargoid CYCLOPS INTERCEPTOR ranger 2000m shut down my ship

new Enhanced Xeno Scanner 5000m and fast scan
new Enhanced Shutdown Field Neutraliser 7000m
Are we asking for easy mode? :)
 
5000m is ridiculous, lol. May as well remove the scanning requirement entirely.

I'd be game for something like 500m range but 3-5 seconds to scan, that way you'd still need to get close. Alternatively, add xeno scanners to the guardian fighters as a bonus perk for using them!
 
add new Enhanced Xeno Scanner and Enhanced Shutdown Field Neutraliser
my ship Xeno Scanner slow scan and 500m hard Thargoid CYCLOPS INTERCEPTOR fast speed
my ship Shutdown Field Neutraliser 2000m hard Thargoid CYCLOPS INTERCEPTOR ranger 2000m shut down my ship

new Enhanced Xeno Scanner 5000m and fast scan
new Enhanced Shutdown Field Neutraliser 7000m
I'd say the Xeno scanner needs to be 3km (This is apparently the agreed-upon engagement range by AXI, so let's have the scanner that matches that.) and set the scan time to half of what is now, say 5 seconds.
Same with the Shutdown Field Neutralizer, it's range should be 3km, the Thargoids shutdown field should be buffed to 3km.

Also, the way the shutdown field works is when you see the warning on your hud, count, 1 locomotive, 2 locomotive, 3 locomotive, then fire it. The alert fires off when the Thargoid starts charging, and yes, it has to charge just like your neutralizer does.
 
5000m is ridiculous, lol. May as well remove the scanning requirement entirely.

I'd be game for something like 500m range but 3-5 seconds to scan, that way you'd still need to get close. Alternatively, add xeno scanners to the guardian fighters as a bonus perk for using them!
Unfortunately, fighters are a bit of a no-go in a Thargoid instance, they tend to break it, so anything fighter related is pointless.
500 meters is insane given how janky these things move now. It should be 3km and perhaps 5 seconds. and yeah, that's still challenging since they often try to maneuver around you and out from your front.
 
add new Enhanced Xeno Scanner and Enhanced Shutdown Field Neutraliser
my ship Xeno Scanner slow scan and 500m hard Thargoid CYCLOPS INTERCEPTOR fast speed
my ship Shutdown Field Neutraliser 3000m hard Thargoid CYCLOPS INTERCEPTOR ranger 2000m shut down my ship

new Enhanced Xeno Scanner 5000m and fast scan
new Enhanced Shutdown Field Neutraliser 7000m
How about the scan becomes less reliable the farther you are from the goid ? Perhaps the farther you are (outside 500m range), the longer the scan takes, and the scan timer tends to reset (1) if you are not facing the same side of the goid and stay nearly 'perpendicular' to it or (2) it gets shot at or you get shot at or (3) any state change in goid or (4) any other EM interference ?

What do you need the xeno scanner for ?
Hitscan weapons don't need it, otherwise you can change target reticule to 'trailing', unless that's broken (seems ok to me for modified shard cannons) ?

Oh perhaps you mean you want to use gimballed weapons on the heart ? You may be out of luck then at the moment.

In any case if fdev makes a truly longrange xeno scanner, it should require over 60% of your power.

Advice: get the salvation modified shard cannons, you should be able to kill a cyclops in the station CZ's even if you miss the heart most of the time.
 
Last edited:
Unfortunately, fighters are a bit of a no-go in a Thargoid instance, they tend to break it, so anything fighter related is pointless.
500 meters is insane given how janky these things move now. It should be 3km and perhaps 5 seconds. and yeah, that's still challenging since they often try to maneuver around you and out from your front.
In a wing instance getting a scan is easy, and fighters are 100% fine for solo instances.
 
How about the scan becomes less reliable the farther you are from the goid ? Perhaps the farther you are (outside 500m range), the longer the scan takes, and the scan timer tends to reset (1) if you are not facing the same side of the goid and stay nearly 'perpendicular' to it or (2) it gets shot at or you get shot at or (3) any state change in goid or (4) any other EM interference ?

What do you need the xeno scanner for ?
Hitscan weapons don't need it, otherwise you can change target reticule to 'trailing', unless that's broken (seems ok to me for modified shard cannons) ?

Oh perhaps you mean you want to use gimballed weapons on the heart ? You may be out of luck then at the moment.

In any case if fdev makes a truly longrange xeno scanner, it should require over 60% of your power.
What you say makes a lot of sense. If one needed about a minute to do a scan from 1km range keeping the target in the center of the screen and the scanner would generate a ton of heat the longer it works, so one would need to use heat sinks to complete scan from longer distance - it sounds like a good balance to me.
 
In a wing instance getting a scan is easy, and fighters are 100% fine for solo instances.
Getting a scan may not be difficult in a wing instance, but it's unnecessarily a PITA, 500m was ok back in the old days of engaging thargoids, but today, they really need to extend the range of the scanner, at LEAST 1k, it should require the time involvement just to get a scan to move to the next part of the gameplay loop.

Clearly, I'm not talking about solo instances. I have both been told myself and witnessed people being yelled at for trying to use fighters in a wing instance because it screws it up much to the chagrin of the participants. and trust me, you don't want to be "that guy" when people lose out on a 60mCr bounty on a Hydra because you decided to field a fighter after you have been told NOT to and it stops the instance from progressing. And because of that, fighters are effectively outlawed in Thargoid combat.

This is part of a larger instance code issue in that you can't get more than 16 people before having to resort to "musical chairs" to get everyone in. But even after you get them in, the instance can spontaneously stop progressing, requiring one at a time Cmdrs to jump out and in till their progress bars sync, and then the instance finally progresses.

Until Fdev fixes this, I dont think we can even consider using fighters.
 
Getting a scan may not be difficult in a wing instance, but it's unnecessarily a PITA, 500m was ok back in the old days of engaging thargoids, but today, they really need to extend the range of the scanner, at LEAST 1k, it should require the time involvement just to get a scan to move to the next part of the gameplay loop.

Clearly, I'm not talking about solo instances. I have both been told myself and witnessed people being yelled at for trying to use fighters in a wing instance because it screws it up much to the chagrin of the participants. and trust me, you don't want to be "that guy" when people lose out on a 60mCr bounty on a Hydra because you decided to field a fighter after you have been told NOT to and it stops the instance from progressing. And because of that, fighters are effectively outlawed in Thargoid combat.

This is part of a larger instance code issue in that you can't get more than 16 people before having to resort to "musical chairs" to get everyone in. But even after you get them in, the instance can spontaneously stop progressing, requiring one at a time Cmdrs to jump out and in till their progress bars sync, and then the instance finally progresses.

Until Fdev fixes this, I dont think we can even consider using fighters.
Fighters have nothing to do with a instance failing to progress. That happens all on its own.

If you are going to make the range 1,000 m, you might as well remove it entirely. If it's not a challenge, it shouldn't exist.
 
If you are going to make the range 1,000 m, you might as well remove it entirely. If it's not a challenge, it shouldn't exist.
What annoys me a bit about shutdown field is that it stops ship movement/rotation, while logically ship should keep its velocity and angular momentum. If it would be just about temporary disabling ship modules and the ship could continue to move by inertia and when it crossed certain distance from the center of the field everything went back to work (alternative way to counteract the field).
 
Last edited:
Enhanced Xeno Scanner is the most wanted, needed, and demanded gear. A 2k or 3k scanner would be invaluable to our war effort. Technology advancement is not based on keeping the enemy hard. Instead it is on defeating an enemy. This is what we need.


...and size 1 flak launcher.
 
If you are going to make the range 1,000 m, you might as well remove it entirely. If it's not a challenge, it shouldn't exist.
How about a game mechanic where you have to get within 500m of the Interceptor to commence the scan but it continues and completes as long as you stay within 1000m?

I had the pleasure and privilege of scanning an enraged Medusa last night and it's quite the challenge to keep a Krait up the Thargoid's jacksie without getting pulverised (although I'm very far from being a good AX pilot as yet).
 
Fighters have nothing to do with a instance failing to progress. That happens all on its own.
You are technically correct, yes there is another issue that causes the instances to fail to progress. However, fighters DO increase the likelihood of this bug triggering.

If you are going to make the range 1,000 m, you might as well remove it entirely. If it's not a challenge, it shouldn't exist.
You know what, I agree with this statement. It should just be removed honestly, base level scanners should be upgraded in light of the Thargoid war. And honestly, it's a pointless mechanic just to get access to the sub-targeting of the hearts. +1 Like
 
Back
Top Bottom