News New 'Thargoid Incursion' State

Combine making it so that regular weapons can do some anti-xeno damage (obviously less than the dedicated weapons) with making Thargoids an actual aggressive threat that isn't 100% opt-in.

So danger level and tension is increased, but you've also got the ability to deal with attacks without needing to re-outfit your entire ship. And now fighting Thargoids gets integrated with the rest of the game, rather than being its own walled-off theme park.

It's even reasonably lore-friendly: the anti-xeno tech has been out for a while, so it's not crazy to think that mainstream weapons manufacturers would include some basic level of it by now.

But... but you can do damage to scouts with normal weapons...
 
Will we be able to side with the Thargoids if we want? Just like we can choose sides in previous CZs?

Does killing Thargoids only help to defend the system if it is done in Open thereby giving players the chance to help the Thargoids?

LMAO...its a bad day for HALT. Thousand of additional players slaughtering your gods every day. Its now been institutionalized by Fdev. Slaughter bugs for fun, profit(not much profit actually) and the defense of the universe.
 
I am fully with you in that they are still going to be optional, and should become an actual threat instead. However, that requires every player be able to fight them without first preparing a gimmick loadout. Like with pirates - you just need a decent shield, some decent guns, some skills, and can deal with most pirates; then if you want to attack wings of Anacondas in threat level 5 USS, you need something more high end, engineered etc.

The same should apply for Thargoids. I fly this, for example. I should be able to expect at least a decent ability to deal with Thargoids without throwing away the engineered weapons, replacing all internals with hull and module reinforcement, and swapping back and forth between the normal and the Thargoid loadout all the time.

Plus, there's the thing about taste and preference. I have checked out the AX and Guardian weapons. Not even a single laser. The people in charge of Thargoid content at FD must hate lasers. Le sigh.

You can kill scouts with that outfit just fine though ._.

And did you know Guardian Gauss is classified as a beam weapon under fire groups while using railgun mechanics ._.?
 
That all thargoid content is numb. I am not feeling an invasion or dangerous. I can completely not care of them, and i do not care of them. Even if they will invade a lot of systems then it will change nothing, because i will just fly to other system. Alien invasion should engage me, i should not don't care of it, but i am not feeling the connection between me and space. I just know they will do nothing to me.

The case would be different if they would lock my ships which i am collecting in stations, lock enginners, lock something what i am using. That thing would give me a reason to fight them back.
 
I've linked it in another post. This is my loadout. I don't think this is viable beyond a handful of scouts followed by a mad dash to the next starport to clear the caustic DoT.

[video=youtube_share;41tSIj9rNbQ]https://youtu.be/41tSIj9rNbQ[/video]

You can achieve the same with even regular multi cannons and rail guns, or even lasers, fyi.

Took 0 damage and no caustic ticks, no station visit required.
 
You do not need anything other than normal weapons to fight Scouts

You do not necessarily need hull or shield tanks to fight any Thargoid

You do not need Guardian weapons to fight Interceptors, freely available AX weapons will do the job, at least against Cyclopses and (certainly in a wing) Basilisks.

THARGOID FIGHTING DOES NOT NEED GRIND
 
They're optional in the way that they don't interdict you and such, but if you have any interest in that system at all, you're going to want to defend it since those states remain until the Thargoids are chased out. Damaged stations aren't good for much and the BGS will essentially be at a dead stop. I think it was a good way to handle it. It isn't like it's difficult to get away from interdiction anyway.

You may not be aware of this but thargoids do not "interdict", they "hyperdict", the difference being that 1) it happens when jumping between systems 2) you can't fight it (no mini-game). You can run and jump out once the hyperdiction sequence is complete (if you don't get EMPed), or you can just kill the interceptor(s) if you have the skill and the ship to do so.
 
Does this allow Cmdrs to ally with Thargoids in these conflict zones or is it assumed that players are only ever going to fight against them? I really hope you give the current Thargoid ally players a legitimate means to influence the outcome of these systems, as the game literally states "Blaze Your Own Trail" and not everyone in the game is defender of Humanity.

Sorry, there is no love for HALT, anywhere
 
You can achieve the same with even regular multi cannons and rail guns, or even lasers, fyi.

Took 0 damage and no caustic ticks, no station visit required.

Nice railgun skills. Sadly I lack those. However, it looks to be doable indeed with my loadout indeed. Not sure how you avoided hull damage, did they just die too fast do be able to do anything? :D

Anyway, when this goes live, I will certainly pay a system under Thargoid attack a visit, and see for myself.
 
Nice railgun skills. Sadly I lack those. However, it looks to be doable indeed with my loadout indeed. Not sure how you avoided hull damage, did they just die too fast do be able to do anything? :D

Anyway, when this goes live, I will certainly pay a system under Thargoid attack a visit, and see for myself.

Much obliged, please give it a try with your normal loadout, I doubt you'll have much trouble.
 
But... but you can do damage to scouts with normal weapons...

That much is true, and it's the single best thing Frontier has done with the Thargoids.

But even so, the damage you can do is so tiny that it's a pretty aggravating process. Better than nothing, for sure.
 
That much is true, and it's the single best thing Frontier has done with the Thargoids.

But even so, the damage you can do is so tiny that it's a pretty aggravating process. Better than nothing, for sure.

Normal laser actually do pretty respectable damage fyi (Beginning of video):

[video=youtube_share;3yyqWDH-o34]https://youtu.be/3yyqWDH-o34[/video]
 
Ok so to clarify - "damaged" and "destroyed" refer to the existing *damaged* starport state, not permanently-sundered-into-scorched-tinsel-and-left-to-form-space-dust *destroyed*?

Will the amount of commodities needed to repair the damaged starport be balanced? The player efforts to do so for existing damaged stations seemed to take an awfully long time to get anywhere.

A visual comparison between the biggest ships available to players and the smallest stations makes the long time to repair seem not too unreasonable.
 
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