Thargoid conflict zones, bar question and some.

Hi I’m in Namayu near Ram Tah and am fighting Thargoids for the first time. My ship a krait mk 2 seems to be holding up quite well. My question is am I wasting my time as the enemy health bar never reaches zero before I bravely err run away.

I have human engineering and the four Ax weapons allowed which combats the scouts quite well, but I don’t seem to scratch the surface of the interceptors. When they appear I don’t seem to be able to target the hearts even though I have a xeno scanner. I’m wondering if the xeno scanner is actually any use except the annoyance of seeing a scout with zero percent everything still living.

So my question is am I making a difference here in the bgs at all as the conflict is not resolved before I depart? Also can my ship with Ax multi cannons and a beam laser hurt the bigger nasties?
 
  • Like (+1)
Reactions: Imo
Xeno Scanner you have to be inside 500 m to scan interceptors. I ditched it because in AX CZ's they never stay still to use it.

Hearts without a xeno scanner you need to use fixed weapons on them once they are exerted. I recommend unlocking the Guardian Gauss or Plasma chargers for it. Exerting hearts isnt too hard if you pile on AXMCs or Plasma Chargers. You will know when it exerts
 
Hi I’m in Namayu near Ram Tah and am fighting Thargoids for the first time. My ship a krait mk 2 seems to be holding up quite well. My question is am I wasting my time as the enemy health bar never reaches zero before I bravely err run away.

I have human engineering and the four Ax weapons allowed which combats the scouts quite well, but I don’t seem to scratch the surface of the interceptors. When they appear I don’t seem to be able to target the hearts even though I have a xeno scanner. I’m wondering if the xeno scanner is actually any use except the annoyance of seeing a scout with zero percent everything still living.

So my question is am I making a difference here in the bgs at all as the conflict is not resolved before I depart? Also can my ship with Ax multi cannons and a beam laser hurt the bigger nastiewhaons unlo

Hi I’m in Namayu near Ram Tah and am fighting Thargoids for the first time. My ship a krait mk 2 seems to be holding up quite well. My question is am I wasting my time as the enemy health bar never reaches zero before I bravely err run away.

I have human engineering and the four Ax weapons allowed which combats the scouts quite well, but I don’t seem to scratch the surface of the interceptors. When they appear I don’t seem to be able to target the hearts even though I have a xeno scanner. I’m wondering if the xeno scanner is actually any use except the annoyance of seeing a scout with zero percent everything still living.

So my question is am I making a difference here in the bgs at all as the conflict is not resolved before I depart? Also can my ship with Ax multi cannons and a beam laser hurt the bigger nasties?
Regarding whether you are making a difference in BGS, I would like to know the answer to that question myself (more specifically do you help the goids if you leave early ?)

As far as weapons are concerned, check out this link:

Note the difference between guardian plasma charger (gpc) vs modified plasma charger (also known as salvation pc) and similarly for gaussian shard vs modified shard.

IMO there are 3 weapons worth unlocking:

1 'regular' guardian gauss cannon (rail gun)

2 modified shard cannon

3 modified plasma charger

Note that once you unlock 1 you can buy as many of them as you like.

However for 2 and 3 you need to have the matts for each gun to unlock (so for 4 class 2 you need 4 sets of mats). You collect the weapon blueprints and matts at guardian site, then go to system MBOONI and find the tech broker at Prospect's Deep station to get the weapons.

However you need to get the permit to access MBOONI. Take missions from megaship Glorious Prospect at LHS 1163 or 1183 until you are allied with Azymuth biotech, then take the permit mission offered.

Gauss is hitscan, the other two require you to use trailing reticule on the exerted heart (you cannot subtarget unless you manage to scan the ceptor, e. g. stay within 500m for 30 sec while scan)

If you are new to the game, learning to use these weapons may take you a while (weeks-months) and flying faoff is very helpful.

With 4 of either of the modified weapons you will kill a cyclops over time in ax cz. The modified shard is prolly easiest to use in terms of aiming and distro draw (stay close).

It is easiest to unlock the gauss canon and using them forces you to fly 'properly'.

If you just want a kill, join AXI discord, go to a thargoid invasion system that they recommend defending, play in open with other cmdrs.
 
I’ve also been fighting Thargoids in Namayu In my FAS.

So far, I’ve tried:

1x C3 EAX MC, 2x Mod Plasma, 1x Gauss

Single MC was okay against Scouts but needed to get at least one hit in with the Plasmas as well to get quick kills. Turns out I’m rubbish with Gauss now (I swear I was better with ‘em back on PlayStation …) so wasn’t sold on this set up.

2x C2 Mod Plasma, 2x C2 Mod Shards

This was much more effective against Interceptors (Plasma for shields / hull, Shards for hearts) but slower to kill Scouts as requires a couple of good hits from the Plasmas or Shards without the sustained DPS from the EAX MCs

Next time out I want to try 2x C3 EAX MCs paired with 2x C2 Mod Shards to see if the damage against Intercaptor shields/hull is okay as I think the two MCs will be very nice against Scouts.

Failing that, 1x EAX MC with either 3x Mod Shards or 3x Mod Plasmas … I really like the Plasmas but they are definitely less effective against hearts, but maybe having three of them would help give damage comparable to 2x Shards? Conversely, maybe having 3x Shards would give similar damage to 2x Plasmas against shields/hull … and would absolutely decimate hearts!
 
On the topic of an incomplete instance: if we draw an analogy with BGS, then only the completed instance matters. When you take part in the military actions of two factions, it is not important whether you left earlier or fought to the end, but how the local conflict ended in the event of its completion. Victory will advance the faction in the war, defeat will throw it. If you left without completing it, it will not affect the course of hostilities in any way. Perhaps such mechanics are preserved with thargoids, but clarification is needed. If this is the case, then victory over the second wave (interceptors) is enough, and retreat with the appearance of the hydras. Then we simply won't get the additional promotion that would have taken place in the event of a victory over the hydras.

But it is absolutely certain that the simple destruction of the thargoids at any point in the system brings victory closer.
 
Last edited:
Next time out I want to try 2x C3 EAX MCs paired with 2x C2 Mod Shards
This is a very good combination. Even a couple of 1D Mod Shards that I have. And gimbal 3C, of course... Even against basilisks, just longer...
 
i wonder what are these automatic ax turrets are good for when even after the xeno scan i can not lock onto the thargoids hearts. they don't even fire on the scouts when set on fire at will so that i have to target any single scout one by one. 👀
 
i wonder what are these automatic ax turrets are good for when even after the xeno scan i can not lock onto the thargoids hearts. they don't even fire on the scouts when set on fire at will so that i have to target any single scout one by one. 👀
Most likely, in the turret fire settings is set "Course fire"mode (in this case they work as fixed barrels), it is necessary to change the type of firing mode to "Target only" (I apologize if I inaccurately indicate the name, I just don't remember how it is written in English). And gimbals will still require more precise guidance than turrets to capture the target. But in the right mode, both work perfectly for scouts.
 
Back
Top Bottom