Thargoid Attacks: Where, When and What you can do about it

Yes, I know this video, it was broadcasted for promotion purposes. But ingame: nope. And the Thargs we have met so far never attacked us with slime directly (?) like in the video, only with the help of these rockets since the Marauders appeared. What is so difficult for FDev to program such an attack ingame? Or is there a special purpose behind that they don't do it? Why aren't we allowed to fight against Thargs directly who/which are just attacking a starport?

Caustic missiles were in the game since the Thargoids returned (2.4), the Interceptors fire them too (usually shortly before dying) and the acid slime is just the same. You can also get the green goo sickness from flying into their death clouds, in both cases, you'll see the same green corrosive blobs on your ship that also decorate the damaged stations.

Why we can't actively defend starports against the attacking Medusas I don't know. Possibly, starports are implemented as different models (normal, burning repairing) and damage is not dynamic. Another question would be why megaships can only jump after server updates. Think there's a technical limitation here.

O7,
[noob]
 
Another question would be why megaships can only jump after server updates. Think there's a technical limitation here.

Personally I'd put "jump" in air quotes and change "after" to "during". I think the simple fact is that the whole animation sequence for a megaship powering up it's engines, starting to move and eventually jumping out of the system ... and then the animation sequence for it appearing in its new system and then slowing to a halt in it's new position has simply not been implemented. Why this is so is a good question tho - after all, we see capital ships coming in and out of combat zones (and what an amazing sight it is) so I don't really see the difference for a megaship. I wonder how collision detection works in these situations in the case of an arriving capital ship? What would happen if your ship was currently parked right where the game wanted to place the capital ship? Perhaps the game carefully picks an unnoccupied location to place the arriving capital ship? Could megaships not do the same tho? Must add this to my list of questions to ask at Lavecon if I manage to collar one of the dev's during the weekend.
 
Megaships jumps, Thargoid attacks etc. are all events that 'happen' when the servers are down. Because they don't happen, FD imports the new state during downtime.
 
so I don't really see the difference for a megaship
Megaships are dockable - i.e. basically stations - and stations need a server update to edit.
(Better than before 2.3 when non-surface stations needed a client update to edit, but still not suited to live activity)

There would also probably be issues with "what happens if you're docked at a station as it enters hyperspace" - what do you see? What happens if you press "launch"? What happens if you'd already pressed launch and were going through the spinning pad animation?

The BGS effects of moving a mission-granting asset with a commodity market "live" would be interesting too, I expect.
 
FWIW, Deneb Algedi is full of NHSS 4-8 (!). The latter ones contain several Scouts plus a Basilisk | Medusa right from the start. Tried two of them w/o fighting for sake of reporting in a maxed-out AX FdL and was lucky to get away @20% left :eek:

Sol will burn next week. Wake up already!


O7,
[noob]
 
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Good news is we have over 40 commanders out last night and I think we are doing well on numbers.

26 ships passed through Deneb Algedi space in the last 24 hours.
12 ships passed through SPOCS 253 space in the last 24 hours.

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Maligno!
 
Just a very stupid question: Why does the top 10 kill list in both systems show 9 entries only? Are there only 18 users with the appropriate app installed that coincidentally spread 50/50 - or did something go wrong with the array index?

On a more topic related level: Are there some tutorials/guides on how to outfit a ship for anti-Thargoid operations?
 
On a more topic related level: Are there some tutorials/guides on how to outfit a ship for anti-Thargoid operations?

For Interceptors i'm no expert so check Gluttony's thread for those: https://forums.frontier.co.uk/showthread.php/380292-How-to-Solo-a-Thargoid-Interceptor-Video

For Scouts i use a FAS with 2 medium AX multi turrets and 2 large AX multi turrets. Bi-weave shields, military-armor, hull and module reinforcements, a couple of boosters and one shield cell bank. Also a Xeno-Scanner and Caustic removal limpet controller for when you get caught in the blast when the scout dies or if he its you with a missile. I didnt engineer it much. Dirty drives G5 and a few upgrades to shields.

I usually go to NHSS 3, 4 or 5. NHSS 3 has only 2 scouts, NHSS 4 usually have 4 scouts but sometimes you can get 7 if one of the NPCs that sometimes show up is a Viper instead of a T7. NHSS 5 has 8 scouts and it's doable but you might get quite some damage. NHSS 6 has 12 scouts and it starts to get a bit too much for me personally from here on. NHSS 7 and 8 i totally avoid.

So just get some AX weapons fixed or turret depending on your taste, a ship with reasonable armor and go to SPOCS 253 or Deneb Algedi and start blasting.
 
For the record, although I'm sure AX weapons are more effective against scouts (anyone know how much?) & are needed for Interceptors, normal weapons are effective against scouts, so far that's all I've used. In my Cobra I noticed the beams were far more effective than the MCs, but then again the beams are on medium HPs & the MCs in small, so the beams have about a 50% higher DPS just because of that.
My Python has 2 large beams, 1 large MC & 2 medium MCs, but atm has no xeno scanner (loath to loose 1 of 3 shld boosters! Grrr, the Python needs more util mounts! I suppose I could ditch the Point defence instead, seeing as it's useless against the Thargoid missiles...), so I can't really judge the different weapons effectiveness.

That reminds me, I need a decontam limpet, overheating my ship is causing a lot of collateral damage! :eek:


Wow! How the hell did Maligno get nearly 600 kills in 24hrs!? :D lol, big congrats!
 
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Just a very stupid question: Why does the top 10 kill list in both systems show 9 entries only? Are there only 18 users with the appropriate app installed that coincidentally spread 50/50 - or did something go wrong with the array index?

On a more topic related level: Are there some tutorials/guides on how to outfit a ship for anti-Thargoid operations?

Well spotted. The cell range wasn't right. Should be better now.
 
For the record, although I'm sure AX weapons are more effective against scouts (anyone know how much?) & are needed for Interceptors, normal weapons are effective against scouts, so far that's all I've used. In my Cobra I noticed the beams were far more effective than the MCs, but then again the beams are on medium HPs & the MCs in small, so the beams have about a 50% higher DPS just because of that.
My Python has 2 large beams, 1 large MC & 2 medium MCs, but atm has no xeno scanner (loath to loose 1 of 3 shld boosters! Grrr, the Python needs more util mounts! I suppose I could ditch the Point defence instead, seeing as it's useless against the Thargoid missiles...), so I can't really judge the different weapons effectiveness.

That reminds me, I need a decontam limpet, overheating my ship is causing a lot of collateral damage! :eek:


Wow! How the hell did Maligno get nearly 600 kills in 24hrs!? :D lol, big congrats!

could be that his weapons are guardian...
I'm using guardian plasma and gauss, as well as shock cannon..shock cannon seems to be better than the ax mc's, but the plasma and gauss are insane , it only takes 2 hits from 1 plasma to waste a scout...so a chieftan and 3 GPC's or 2 GPC's and a gauss then MA HRPs is quite deadly and tough
FWIW guardian shard canon is quite deadly too, depends a bit on preference...plasma, frag, rail type weapon...all 3 are nasty
 
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Currently at Burke Port (Deneb Algedi), chasing scouts in a FGS. Which seems to be the most effective platform so far (also tried FAS, FdL, Cobra III and Viper IV). 2x Gauss, 2x AX turrets, rest MCs and an SLF bay (AX Taipan). The AX turrets make all the difference. The Gauss cannons are nice against Cyclops, but not overly effective against Scouts, as they fire every 10 secs only and if they hit, only take about 30-40% health points away. Thinking about dropping them and replacing the large MC with an AX turret, but then, the current setup is quick and deadly just as it is. Here we go, Xeno Force!

Deneb Algedi is still full of NHSS, many of them threat level 6 and above, up to 8. Never seen such a high concentration of NHSS 7/8 even in the Pleiades. Something is going on here...Also did a short scan of Trocnades where the Acropolis was sent. No NHSS there, but 2 damaged megaships (Riker class prison ship and scientific vessel) which feature either rescue teams or a Cyclops. Trocnades also has the nearest AX outfitter (Reynolds Depot). Unlike the Vanguard, the Acropolis doesn't offer AX missions yet.

O7,
[noob]
 
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Just a very stupid question: Why does the top 10 kill list in both systems show 9 entries only? Are there only 18 users with the appropriate app installed that coincidentally spread 50/50 - or did something go wrong with the array index?

On a more topic related level: Are there some tutorials/guides on how to outfit a ship for anti-Thargoid operations?

For more outfitting suggestions, you can visit the Lab 69 page: https://canonn.science/lab69xia/
 
There are also commanders in Deneb Algedi who don't have the app installed.

From our own operations reports, the following Sepp commanders contributed:

Terrorfirma - 159
TheMightyFozz - 45
Adept Geraden - 60
Ziljan Vega - 167

and several others who didn't file reports.
 
Out of curiosity and sorry if this has been asked before: Do we know how the game counts our Thargoid kills?

What I mean is, is it enough to just kill some Thargoid vessels to work against the coming station attack or is there a more complex mechanic involved? If these Thargoid incursion use a similar mechanic as when working against e.g. a lockdown then only combat bonds handed in at the right stations would help.
 
Out of curiosity and sorry if this has been asked before: Do we know how the game counts our Thargoid kills?

What I mean is, is it enough to just kill some Thargoid vessels to work against the coming station attack or is there a more complex mechanic involved? If these Thargoid incursion use a similar mechanic as when working against e.g. a lockdown then only combat bonds handed in at the right stations would help.

We have an attacker 40 Ly from Sol who jumps 40 Ly a week - what do you suggest we do to find out?
 
We have an attacker 40 Ly from Sol who jumps 40 Ly a week - what do you suggest we do to find out?

It seems to be common agreement destroying enough thargoid ships prevents a station attack. But how is "enough" implemented in the actual game?

BGS Example: I can fly into a conflict zone and start destroying ships. However, no matter how many ships I destroy all my actions will have zero impact on the minor factions involved until I hand in my acquired combat bonds.

So I wonder whether there is a similar mechanic involved when it comes to repelling Thargoid incursions. Is it sufficient to destroy alien vessels or do I have to cash in pilot's federation combat bonds at the right station to make a difference?

Maybe I should ask this in the support forum. (-: ;)
 
NHSS appearance rate in Deneb seems to be much lower than the days before, so I think our efforts were a success. Sadly, I had to rename my Viper IV, for I lost my FGS @2% hull due to a true noob's mistake and Mrs. Aura Cameron, once Dangerous @90%, had to face it. Feeling guilty. Scanned the systems left on the way to Sol in Eco mode, a mere 6 jumps left btw (one for the DBX, 0.1 for Thargoids). No NHSS north of Deneb currently, it seems. And Trocnades, the Acropolis issues some AX missions now. But it still doesn't sell any AX weaponry or utility stuff like a Xeno scanner. Sheesh.

O7,
[noob]
 
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I still dont understand why are NHSS in the systems Deneb Algedi and NHS 3744. I think we still dont know all informations or there even arent any. We have to wait for next patch with new part of alien story. Eagly Eyes are fine but havent seen it actually helped.
 
It seems to be common agreement destroying enough thargoid ships prevents a station attack. But how is "enough" implemented in the actual game?

BGS Example: I can fly into a conflict zone and start destroying ships. However, no matter how many ships I destroy all my actions will have zero impact on the minor factions involved until I hand in my acquired combat bonds.

So I wonder whether there is a similar mechanic involved when it comes to repelling Thargoid incursions. Is it sufficient to destroy alien vessels or do I have to cash in pilot's federation combat bonds at the right station to make a difference?

Maybe I should ask this in the support forum. (-: ;)

We don't know whether such a mechanic exists or not, lest any details. But the details are not important here anyway. In fact, it's as simple as: we get possible attack target designations from Eagle Eye (complex process involving Thargoid structures et. al. skipped). We try to protect the identified systems by shooting Xenos that appear in them as valiant and fierce as we can. On Thursday, one starport burns anyway, but we tried our best [big grin]

EDIT: And this live chart is cruel. Yes, ofc we all want to be top 5, but really would never admit ;)


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O7,
[noob]
 
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