Not a chance.

Well I am sorry you are disappointed, but there is little I can do about it. I can assure you, and this has been documented here many a time, I'm glad to admit when I am wrong and happily call myself an idiot if neccessary.
Very good. I agree with that stance. I have a similar behavior.


In this case, I am still disagreeing with the "OP" or "unbalanced" perspective though, and it would be sad to see the Glaives nerfed because, as I maintain, a small vocal group keeps insisting they are OP.
Good for you. But not small at all.


Likes can be deceiving. I am not reading back 20-odd pages, but skimming over it,
And this right here 👆absolutely disqualifies you from making assumptions about the number of people that have somewhat similar opinions about Glaives, from the number of supporters of my OP or about their reasons for doing so.


it is at best a handful of posters not moving an inch from the "omg OP" position, while most of the others keep telling them: Adjust your builds, adjust your tactics, attain the skill to deal with them.
Nope. Your notion is wrong. Go read that thread again. And this time, don't skip its content for convenience or because your mind is already made up, like before.


As for why I posted what I posted in reply to this thread's OP: It is an uneccessary "OMG totally OP, my old tactics don't work anymore, Frontier have no idea how to design a game" rant that frankly does not need its own thread.
In that, I can agree partially with you. The OP is exaggerating without being willing to adjust.

I am not though... 😉
 
The absolute instant that you regain control of your ship after the hyperdiction/interdiction, hit silent running and boost away. Once the fsd cooldown is over, engage fsd, turn silent running off again and then keep boosting until you've escaped. In my experience, problem solved. It's also reported that the ECM will counter the Glaives fsd shutdown missile but with the silent running trick I honestly haven't needed that.
 
The absolute instant that you regain control of your ship after the hyperdiction/interdiction, hit silent running and boost away. Once the fsd cooldown is over, engage fsd, turn silent running off again and then keep boosting until you've escaped. In my experience, problem solved. It's also reported that the ECM will counter the Glaives fsd shutdown missile but with the silent running trick I honestly haven't needed that.
Now now, don't you know it's way too difficult to learn new things & try them out. Better to blame the game for being "too hard" and cry "I'm gonna leave" rather than adjust to suit
 
So, every forum input that does not cater to a knee high bow compliment is just a doom/FDev bad thread ?
I didn't say that, or imply it, but start talking about share prices etc etc.. and I think it's a fair point to raise. Let's look:

OK, I'm done with your silly game until you fix it. And I imagine that I'm not the only one who's gonna say that after today.
Dramatic start and immediate appeal to majority.

It has always been true that if you could out-run an attacking Thargoid ship you had a chance of escaping. If you could boost at 500 MPS (give or take) you could beat them. Now it's no longer true. My dedicated Thargoid Maelstrom ship boosts at OVER 500 MPS and the Glaves (so far every time it has been two Glaves) scream past me, or simply pull me down to a speed which allows them to maul my ship to destruction. It has always been true that if your ship ran "cold" (below 15% or so) the 'goids couldn't "see" you or track your ship, that's apparently no longer true either. Your ship can be at 2% and still be fired upon by Interceptors or Glaves
OP talks about last fix, which is 15.02 but Glaives are Update 15.. Obviously this is about Glaives as their speed has not been changed since their introduction. So, old strategy doesn't work = bad game, not change player tactics to new threat.

I've been playing for a long time (for most) in excess of 5200 hours (all active, no log in and go hide). New players or players new to Thargoid fighting take one look at these Thargoids and quit. You know it, I know it and most players know it too.
Appeal to authority (long-time player) and another appeal to majority.

Whoever decided that this would be a "fun" addition to the game was sadly mistaken. If "experienced" players have no chance, what do the 'nubes have to look forward to?
Again, appeal to majority/authority.

We grind our asses off to engineer ships to the hilt to whup 'goids and what do we get for our efforts? Blown up! Re-buys!
General gripe about the 'grind'. Ad hominem attack aimed at Frontier.

I am not looking for "easy". That would be whinny stupid. I am looking for a chance to win. Slim chance accepted. No chance? Ridiculous.
No chance is not true, though could be figured out by reading other threads rather than flaming Frontier.

Nah, you are going to lose players over this.
DOOOOOM.


Silly question; do any of you actually play the game? Or is it that you "know stuff" that none of the rest of us are aware of?
Another ad hominem attack against Frontier.

Good luck explaining this foul up to share holders.
More dooom.


Again, just reading the forum or watching non-clickbait youtubers would provide a very good way to figure out how to deal with these new foes. Any long-time player (as OP claims to be) would know to do that. But instead, let's post an inflammatory FUD piece instead.
 
And this right here 👆absolutely disqualifies you from making assumptions about the number of people that have somewhat similar opinions about Glaives, from the number of supporters of my OP or about their reasons for doing so.
Not quite, but in fairness I did actually look at all 27 pages of your thread (as it was) & to be honest, it was mainly a mix of players advising you that you were wrong, the rest was you poo pooing them for disagreeing with you. Apart from 2, maybe 3 people replying that they were having (some) difficulties & 1 player that couldn't cope with even basic gameplay almost everyone in there seemed to be ok with adapting to overcome.
 
Here's the question - Why Glaives?

Too many players participating?

Too many profits earned at surface combat zones?

Too many players poking around Titans?

Too many players rescuing npcs from burning stations?

It's a bonehead gameplay move IMO. Apply a deterrent that prohibits accessing content from the broadest range of skill levels possible. It's just weird.
 
I didn't say that, or imply it, but start talking about share prices etc etc.. and I think it's a fair point to raise.
I was referring to your vast generalization. Your phrase hinted at what I wrote.

I wasn't talking about this thread's OP, about which you have made several valid points.
 
I was referring to your vast generalization. Your phrase hinted at what I wrote.
I understand. Though I didn't make a vast generalization, I was just correcting/clarifying. It's all good. I don't think being critical of Frontier when warranted, and there are definitely valid criticisms to be made, constitutes a doom/FDev bad thread. I try to be fair both ways, and I think that Frontier do (mostly) listen when appropriate, but constructive criticism is better to build up rather than verbal beatings that tear down. Though, again, there are situations that do warrant the harsh truth too.

I wasn't talking about this thread's OP, about which you have made several valid points.

Yet I was:

It's not a clear cut issue though, sometimes it's more a matter of adjusting play styles to suit that can get some hot and bothered. In that case, I'm not sure what can be reasonably expected of FDev. This is one of those situations, though I get that it can act as a good jumping board for a doom/FDev bad thread.
It was a conditional statement. No hard feelings on my part, you were free to raise the question and I appreciate the opportunity to elucidate. But in the same manner, let me point out that by saying:

So, every forum input that does not cater to a knee high bow compliment is just a doom/FDev bad thread ?
I would suggest is the better candidate for being a 'vast generalization'. ;) o7
 
Here's the question - Why Glaives?

Too many players participating?

Too many profits earned at surface combat zones?

Too many players poking around Titans?

Too many players rescuing npcs from burning stations?

It's a bonehead gameplay move IMO. Apply a deterrent that prohibits accessing content from the broadest range of skill levels possible. It's just weird.
Meh, they don't do that much damage and they go pop easily enough.
 
This was posted in the other thread, but I figured I'd post it here too for others to see:

Source: https://youtu.be/HCgQc-aB7SU


Glaives are certainly annoying with their vast arsenal at their disposal, but they aren't invincible. Enhanced AX Dumbfires and Multicannons seem to do the job decently against them 1v1. I haven't had the pleasure of dealing with them in the presence of other Thargoid ships yet, so I cannot comment on them in multi-Goid situations.

If anything, my problem with them isn't so much the Glaives in particular, but rather how the lightning attack immobilizes our ships for what feels like 30 seconds after being hit - even if it was just a tickle from a flyby as shown in the video above. I know the solution is probably just "lol don't git hit" (hard to do in a shielded Cutter 🙃) but could we consider scaling the slowdown from the lighting to how long we are hit by it? If not, I'll probably figure out where I can shove a few Thermal Resistance boosters on my Cutter and ride the lighting instead :p

...Oh, and a proper aiming reticle for the Dumbfires. That'll help immensely!
 
I love the Glaives! It's about time NPCs got some teeth!
The 1st time I was interdicted in my shieldless research Orca by 2 Glaives was a really "Holy Cow!!!" moment.
In the end I escaped with 80% hull left...then thought "It's about bloody time!!!" as ED has been a bit "easy" for years!
I for one very much welcome the extra challenge as boost, boost, boost, high wake got boring and old after the very 1st NPC interdiction all those years ago.
 
Here's the question - Why Glaives?

Too many players ...

This has been the primary thing on my mind.

Indeed perhaps it has been designed as a counter to players showing up to AX combat with only scout/Interceptor hyperdiction/interdiction as a non-threat (I leave these encounters in most case without any damage, even shieldless).

The Glaive would appear to be designed with two new AX elements in mind:
1. Ensure players arrive at AX combat zones damaged. (many combat sites have options for repairs, so it's not AX breaking)
2. Ensure AX loadouts are non-optimized for Interceptor combat. (install-kill boats)

No CMDRs I know who have encountered Glaves are talking about winning the encounter with no damage. And most are discussing how their AX Interceptor ship builds will need a rethink/rebuild/re-engineer. Especially those which are heavy on Guardian modules.

I could well be wrong. I've not gone back out into Thargoid territory since the Glaives appeared. I've wondered whether the Plasma/Gauss insta-kill boats are still a thing. My old Guardian AX build likely won't get me in there to see, based on what I'm hearing from other CMDRs.

I and my CMDR friend had just completed the Guardian module unlocks two months ago... Took play sessions across 3 weeks, but we got them unlocked and they were nice upgrades against Interceptors (compared to Enhanced AX Multicannons). With full Guardian weapon loadouts, the two of us could handle a Cyclops decently. Having to add Enhanced AX MCs back into the Chieftain/Krait to counter Glaives on the way in will mean longer time-on-target once we reach Cyclops... And that longer time-on-target is going to mean more rebuys. (Been there already, which is why the effort we made on the Guardian unlocks :D )

It's doable. We just have to rebuild/re-engineer and then... git more gud.
 
Having to add Enhanced AX MCs back into the Chieftain/Krait to counter Glaives on the way in will mean longer time-on-target once we reach Cyclops... And that longer time-on-target is going to mean more rebuys. (Been there already, which is why the effort we made on the Guardian unlocks :D )

It's doable. We just have to rebuild/re-engineer and then... git more gud.
Assuming the Glaives never instantly destroy your guardian weapons, which would result in needing to fully repair them first. This is adding a lot more time "on target" :D

This is really my only issue with them, tbh. If they just disabled guardian modules or were immune to the damage, that would be OK. It's the fact that encountering them can force you to step out of what you want to do, purely by RNG, that I think is bad design.
 
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Meh, they don't do that much damage and they go pop easily enough.
Meh, they don't do that much damage and they go pop easily enough.
Not for a npc rescue ship - and who wants their modules degraded after a single encounter? They are space VD.
This has been the primary thing on my mind.

Indeed perhaps it has been designed as a counter to players showing up to AX combat with only scout/Interceptor hyperdiction/interdiction as a non-threat (I leave these encounters in most case without any damage, even shieldless).

The Glaive would appear to be designed with two new AX elements in mind:
1. Ensure players arrive at AX combat zones damaged. (many combat sites have options for repairs, so it's not AX breaking)
2. Ensure AX loadouts are non-optimized for Interceptor combat. (install-kill boats)

No CMDRs I know who have encountered Glaves are talking about winning the encounter with no damage. And most are discussing how their AX Interceptor ship builds will need a rethink/rebuild/re-engineer. Especially those which are heavy on Guardian modules.

I could well be wrong. I've not gone back out into Thargoid territory since the Glaives appeared. I've wondered whether the Plasma/Gauss insta-kill boats are still a thing. My old Guardian AX build likely won't get me in there to see, based on what I'm hearing from other CMDRs.

I and my CMDR friend had just completed the Guardian module unlocks two months ago... Took play sessions across 3 weeks, but we got them unlocked and they were nice upgrades against Interceptors (compared to Enhanced AX Multicannons). With full Guardian weapon loadouts, the two of us could handle a Cyclops decently. Having to add Enhanced AX MCs back into the Chieftain/Krait to counter Glaives on the way in will mean longer time-on-target once we reach Cyclops... And that longer time-on-target is going to mean more rebuys. (Been there already, which is why the effort we made on the Guardian unlocks :D )

It's doable. We just have to rebuild/re-engineer and then... git more gud.
Will anyone think it is worth the time investment given the FDEV penchant for nullifying optimized builds when they emerge?

There are many competitors emerging very soon, and I just don't see this treatment of the player base as a winning strategy.

Think about the damage model you propose. The most popular of AX combat zones was the surface zone since swarms could be avoided, repair and rearm services are available at those sites. So you can fix your ship repeatedly.

The Glaive module degradation at those sites simply means you spend less time "playing" and more time doing a repair loop. That is play-interrupting anti-fun.

It is also a lazy damage mechanic. Simply by being in the presence of an NPC opponent you are subject to a DOT. That is not a damage type that can be avoided by player skill, furthermore it is designed to target player earned buffs. That is abusive game design by any measure.
 
The Glaive module degradation at those sites simply means you spend less time "playing" and more time doing a repair loop. That is play-interrupting anti-fun.

It is also a lazy damage mechanic. Simply by being in the presence of an NPC opponent you are subject to a DOT. That is not a damage type that can be avoided by player skill, furthermore it is designed to target player earned buffs. That is abusive game design by any measure.
Honestly these are the two parts that have made me lose interest in going for another stab at the AX combat, which is a shame because I actually found my shotgun vulture fun to fly but I really won't if its main advantages (being small and hard to hit while packing a pair of modshards) are just going to be nullified by something existing near me.
 
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