Thargoid invasion - Next target systems?

Indeed this is true and I've observed this myself and is probably why I get away most of the time. Though getting pulled out while shaking around there are times I'm basically shoved right in their face and they do fully aggro but that's like 1 out of 30 evac runs. The real hairy part comes in when picking up patients from a smaller orbital station by the time you go to leave you can really get swarmed by hunters who have been scanning you while your docked and know you just filled your hold up with potential meals for them(or whatever they do with abductees). You cant 100% rely on avoiding aggro which is why my python is geared to kill them if need be.
As long as you can tank a bit of damage as you leave and your ecms are stopping their missiles and hatch breaker limpets, they cannot stop you getting away since you are going into hyperspace. On surface ports where you may have to SC until your next destination is in view it's a bit more tricky but I have not been destroyed or had any passengers taken since the first time it happened.

For me killing them is a waste of time, time that could be spent rescuing more people. My python rescued 2500 people in one evening without being killed or losing a single person.

In any case, it's a common misconception that you have to be faster than a goid to get away. It's a fallacy along the lines of clean drives help with fuel scooping. Thargoids do not permanently boost, you can, and as long as you can you don't need to match their top speed. The myth that you do needs putting to bed now.
 
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Yeah, I just wouldn’t bother fighting the Scythes with an evac build, especially not when taking off from a damaged port. The risk is far greater than if you just try to bug out of there immediately.

For the record, I’ve only flown weaponless evacs and the only time I ever lost any passengers was when I got caught in an incessant lightning loop which the Cutter’s shields supported just long enough for the Scythes to get through it by the edge of where they will bother following. And it was only maybe 7 or 8, so while it kind of annoyed me because I haven’t got much of a clue what kind of ECM timing is required for a breach drone, attached or otherwise, I could still complete all the missions. Certainly nothing that convinced me to drop the shield(which I would of course replace with an additional hull reinforcement and maybe a module reinforcement, but eh… it’s done well enough as a ‘quick repurposed miner’), as it was a one off in many dozens of runs.

Python and Krait, well, not lost any with either but wasn’t too fond of the noticeably sub 500 speed of the Python once loaded. So ended up just going with the Krait after some contemplation, even if not as efficient in pure numbers.
 
Yeah, I just wouldn’t bother fighting the Scythes with an evac build, especially not when taking off from a damaged port. The risk is far greater than if you just try to bug out of there immediately.

For the record, I’ve only flown weaponless evacs and the only time I ever lost any passengers was when I got caught in an incessant lightning loop which the Cutter’s shields supported just long enough for the Scythes to get through it by the edge of where they will bother following. And it was only maybe 7 or 8, so while it kind of annoyed me because I haven’t got much of a clue what kind of ECM timing is required for a breach drone, attached or otherwise, I could still complete all the missions. Certainly nothing that convinced me to drop the shield(which I would of course replace with an additional hull reinforcement and maybe a module reinforcement, but eh… it’s done well enough as a ‘quick repurposed miner’), as it was a one off in many dozens of runs.

Python and Krait, well, not lost any with either but wasn’t too fond of the noticeably sub 500 speed of the Python once loaded. So ended up just going with the Krait after some contemplation, even if not as efficient in pure numbers.
Python when loaded - 490m/s
Cutter when loaded - 510 m/s

Not enough to worry about.
 
Python when loaded - 490m/s
Cutter when loaded - 510 m/s

Not enough to worry about.
It could just be the difference between a shielded and unshielded Python, I dunno(not a thing I’ve tried). Maybe there’s other setup differences but truthfully, I kind of also lost interest in the Python as a ship in general which helped motivate my choice to change the ship.
 
As long as you can tank a bit of damage as you leave and your ecms are stopping their missiles and hatch breaker limpets, they cannot stop you getting away since you are going into hyperspace. On surface ports where you may have to SC until your next destination is in view it's a bit more tricky but I have not been destroyed or had any passengers taken since the first time it happened.

For me killing them is a waste of time, time that could be spent rescuing more people. My python rescued 2500 people in one evening without being killed or losing a single person.

In any case, it's a common misconception that you have to be faster than a goid to get away. It's a fallacy along the lines of clean drives help with fuel scooping. Thargoids do not permanently boost, you can, and as long as you can you don't need to match their top speed. The myth that you do needs putting to bed now.
It's not a misconception that I had nor have I said you have to be quicker then them to get away. I've been killing them when a hunter gets my python with a fsd reboot missle since until the other day before getting cmdr Kira's advice I never bothered using or even thinking about ecms. Tbh I will probably keep killing them still just cause pure cargo running gets mind numbing and I can pop them in under a minute usually. Never been destroyed or lost people either since I've just been killing them when hit with fsd missles beforehand. I have had to recollect passengers from a hunters corpse a major pain in the rear the ecms will now be sparing me from so can't thank cmdr Kira enough for reminding me those things exist.

I'm a bounty hunter by trade these days in elite I have to mix combat in or I get bored and put the game back down. Killing glaives and scythes can actually be fun and they are among the squishiest goids out there. Still miffed about their magic fields nerfing all the gtech and modded gtech I unlocked and enjoy taking that out on them whenever I can. Might even have to swap azimuth eaxmc's onto my cutter since I'm having more fun killing the hunters then fighting a few pirates in the rescue ships system. I already evade the chain interdictions from stacking 20 missions by approaching the rescue ship without slowing down much and do emergency drops half a ls away. Then usually wait to kill whoever followed me and then move along but that's getting boring.

Clean drives helping with fuel scooping what? First time I honestly ever heard that craziness and even if it was somehow true I'd never use anything other than dd's I learned early on that dd's are the best option in any situation. They could instantly refuel your tank magically and I'd still pick dd's.
 
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Tbh I will probably keep killing them still just cause pure cargo running gets mind numbing and I can pop them in under a minute usually.
Well if you're killing them that fast and you don't feel it's holding you up much then carry on. I'm just stating my own preference, to rescue or fight, as you are stating yours to do both.
Never been destroyed or lost people either since I've just been killing them when hit with fsd missles beforehand. I have had to recollect passengers from a hunters corpse a major pain in the rear the ecms will now be sparing me from so can't thank cmdr Kira enough for reminding me those things exist.
That's a risk of hanging around, yes. The odd hatch breaker can get through while you kill them. We have been recommending ECMs as mandatory on any rescue build since they were first discovered to work, very soon after Scythes came in. They are the best defence against fsd missiles and hatch breakers and even newbies with no engineering or unlocks can use them.
I'm a bounty hunter by trade these days in elite I have to mix combat in or I get bored and put the game back down.
That's fair. Doing the same thing for hours isn't for everyone. I tend to alternate as well but more drawn out, I suppose. Rescue for a few hours then kill some Scythes for an hour or 2. I get more of both that way.
Killing glaives and scythes can actually be fun and they are among the squishiest goids out there. Still ed their magic fields nerf all the gtech and modded gtech I unlocked and enjoy taking that out on them whenever I can.
Absolutely. Passives you can do nothing about like that are a really bad idea. As well as providing a break from rescues, killing them gives me satisfaction too. Especially as a rescue squad it feels like being personally attacked since ripping people out of rescue ships is a direct violation. Especially when they are critically wounded that's sick and not in a good way. Even if their reasons for doing this are benign, from our point of view they are kidnappers and people traffickers so we have no compunctions about killing them.
 
Clean drives helping with fuel scooping what? First time I honestly ever heard that craziness and even if it was somehow true I'd never use anything other than dd's I learned early on that dd's are the best option in any situation. They could instantly refuel your tank magically and I'd still pick dd's.

The quite common confusion regarding Clean drive tuning is that the lower Thermal load keeps the starship colder, which it does in normal flight, but not while in Supercruise and therefore not while using a Fuel scoop. Indeed the Clean drive tuning actually imposes increased Power draw, which will cause a bit more heat while scooping fuel!

Clean drive tuning is good only for being a sneaky low-heat Commander in normal flight. Maelstrom operations are one possible reason, yet many abandon that idea for Titan vessels now that Scythes are present and will find Commanders inevitably. A vessel intended for spending much time with Silent running may prefer Clean drive tuning.

I think the only reason to choose Reinforced is if one is attempting a Supercruise distance record, where grade 1 will enable experimental effects while impacting neither Power draw nor Optimal mass, then to apply Drive distributors for more Optimal mass. Together, if that combination allows use of a lower power Thrusters, that gives much extra Supercruise time.

Speaking of Drive distributors, some Commanders miss that it actually is legitimate over Drag drives for light vessels which are carrying too much mass to reach the steeper part of the speed curve, such as enhanced Thrusters with an Imperial Courier. Its fastest possible build is still Drag drives without heavy modules or cargo, but if it carries as much as ~10 tons then it should switch to Drive distributors.
 

Week 64, 15th February 3310​

Report
One Alert repelled at 58 Tauri.
Three Invasions defended at Bormuninus and HIPs 20616 and 29596.
The defended Invasion systems will start Recovery.

Targets updated at 06:30 22nd February 3310
HIP 20527 Invasion 98% *98.2%Indra 23 Ly, 5 ports, 834 Ls outpost + 595 Ls outpost attack
HIP 11111 Invasion 76% *77.7%Oya 24 Ly, 1 port, 2567 Ls outpost attack, 2474 Ls 0.11g planet damage
55 Tauri Alert 72% — Indra 23 Ly
97 i Tauri Invasion 68% *68.6%Indra 21 Ly, 0 ports, 1485 Ls starport damage
Isla Invasion 66% *67.5%Raijin 24 Ly, 5 ports, 888 Ls 0.13g planet + 1649 Ls outpost attack
Holvandalla Alert 64% — Raijin 21 Ly, 86 Ls starport, 19 Ls outpost, 43 Ls planet
HIP 21008 Alert 62% — Indra 23 Ly
Nibelaako Invasion 48% — Raijin 22 Ly, 4 ports, 519 Ls 0.16g planet + 519 Ls 0.16g planet attack, 16k Ls outpost damage
Arietis Sector TY-P a6-0 Alert 48% — Indra 23 Ly
Hyades Sector NN-S b4-0 Alert 46% — Indra 23 Ly
Arietis Sector HG-X b1-3 Control 46% — Indra 22 Ly, 683 strength
Hyades Sector PI-S b4-1 Alert 46% — Indra 23 Ly
Hyades Sector TO-Q b5-2 Control 46% — Indra 23 Ly, 674 strength
78 Theta-2 Tauri Control 46% — Indra 25 Ly, 341 strength
Hyades Sector QI-S b4-2 Control 44% — Indra 25 Ly
Nawad Alert 40% *40.8%Oya 29 Ly, 820 Ls outpost, 3587 Ls planet
H Puppis Alert 28% *28.5%Hadad 26 Ly, 320 Ls starport, 320 Ls planet
Arietis Sector LM-V b2-5 Control 18% *19.6%Indra 22 Ly, 1095 strength
Vogulu Invasion 16% *16.6%Hadad 21 Ly, 5 ports, 35k Ls outpost + 35k Ls 0.15g planet attack
Tagin Invasion 12% *12.5%Raijin 23 Ly, 0 ports, 636 Ls outpost damage
Minawara Invasion 12% *12.3%Oya 23 Ly, 3 ports, 546 Ls outpost attack
Arietis Sector JR-V b2-1 Control 10% *10.2%Indra 22 Ly, 1232 strength
Picenile Invasion 8% *9.6%Cocijo 25 Ly, 2 ports, 395k Ls 0.3g planet attack
Bi Dhorora Invasion 8% *8.7%Hadad 18 Ly, 3 ports, 2780 Ls 0.17g planet attack
70 Tauri Invasion 8% *8.3%Indra 21 Ly, 1 port, 2003 Ls outpost attack, 3010 Ls outpost damage
HIP 20577 Invasion 6% *6.5%Indra 18 Ly, 2 ports, 169 Ls outpost attack, 169 Ls 1.4g planet damage
HIP 113076 Alert 6% *6.3%Raijin 24 Ly, 161k Ls outpost
Luggerates Alert 6% — Oya 22 Ly, 339 Ls outpost, 1473 Ls planet
Col 285 Sector ZE-P c6-7 Alert 6% — Cocijo 25 Ly
HIP 9764 Alert 6% — Leigong 24 Ly
Col 285 Sector JW-M c7-11 Control 6% — Hadad 23 Ly, 954 strength
Col 285 Sector YY-F b12-0 Alert 6% — Cocijo 24 Ly
HIP 19198 Invasion 4% *4.8%Thor 17 Ly, 1 port, 1454 Ls starport attack, 1004 Ls 0.11g planet damage
Vocovii Invasion 4% *4.5%Cocijo 24 Ly, 2 ports, 63k Ls outpost attack, 106 Ls planet damage
Ixbaksha Invasion 4% *4.4%Raijin 23 Ly, 1 port, 8733 Ls outpost attack, 196 Ls 0.18g planet damage
HIP 112219 Control 4% — Raijin 24 Ly, 676 strength
Col 285 Sector EA-Q c5-10 Alert 4% — Thor 27 Ly
Gl 886.1 B Alert 4% — Raijin 25 Ly
Pegasi Sector BQ-Y d71 Control 4% — Raijin 26 Ly, 1475 strength
Pegasi Sector FW-W d1-110 Alert 4% — Raijin 25 Ly
Pegasi Sector HH-U b3-4 Alert 4% — Raijin 25 Ly
Pegasi Sector TK-L a9-0 Alert 4% — Raijin 25 Ly
Pegasi Sector TK-L a9-5 Alert 4% — Raijin 25 Ly
Pegasi Sector VK-L a9-2 Alert 4% — Raijin 24 Ly
Col 285 Sector YT-F b12-4 Alert 2% *3.8%Cocijo 24 Ly
Chinas Invasion 2% *3.8%Raijin 17 Ly, 2 ports, 1760 Ls outpost attack, 1208 Ls 0.12g planet damage
HIP 23816 Invasion 2% *3.7%Taranis 12 Ly, 3 ports, 1123 Ls outpost + 3570 Ls planet attack, 475 Ls outpost + 3570 Ls planet damage
Col 285 Sector LV-F b11-0 Alert 2% *3.3%Thor 25 Ly
Chibis Alert 2% *2.8%Cocijo 25 Ly, 1149 Ls outpost
Muruidooges Invasion 2% *2.5%Hadad 18 Ly, 4 ports, pending attack report
Cephei Sector FB-X b1-0 Alert 2% *2.4%Oya 23 Ly
HIP 116360 Invasion 2% *2.3%Raijin 21 Ly, 1 port, 649 Ls outpost attack, 1211 Ls outpost damage
Cephei Sector AF-A c22 Control 2% — Oya 21 Ly, 1617 strength
Cephei Sector AF-A c21 Control 2% — Oya 21 Ly, 1771 strength
Col 285 Sector HD-G b12-1 Alert 2% — Oya 23 Ly
Cephei Sector AV-Y b0 Control 2% — Oya 24 Ly, 912 strength
Cephei Sector AV-Y b6 Alert 2% — Oya 21 Ly
Col 285 Sector EA-Q c5-1 Alert 2% — Thor 25 Ly
Col 285 Sector EA-Q c5-9 Control 2% — Thor 24 Ly, 825 strength
Col 285 Sector IG-O c6-18 Alert 2% — Thor 26 Ly
Col 285 Sector JG-O c6-5 Control 2% — Thor 25 Ly, 538 strength
Col 285 Sector KA-G b11-0 Alert 2% — Thor 26 Ly
Col 285 Sector NG-E b12-3 Control 2% — Thor 24 Ly, 759 strength
Col 285 Sector SM-C b13-1 Control 2% — Thor 24 Ly, 800 strength
Col 285 Sector SW-D b12-2 Alert 2% — Thor 26 Ly
HIP 36901 Control 2% — Cocijo 23 Ly, 967 strength
HIP 39750 Alert 2% — Cocijo 25 Ly

Notes
The Alert report lists predicted attackers.

Week 63, 8th February 3310​

Report
Three Alerts repelled at Obamumbo, HIP 20485 and Yemaki.
Five Invasions defended at Aowicha, Vistnero, HIPs 21918 and 20890, and Balak.
The defended Invasion systems will start Recovery.
 
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The funny thing with Clean drives is that they can potentially make you run hotter. This depends on your power plant efficiency. In the extreme case, with an E-rated OC PP (which ofc nobody uses), using Clean drives will increase your idle heat over 2% and heat under thrust by ~1%. Even with an unmodded A-rated PP, clean drives can increase your idle heat (but run a bit cooler under thrust). So the lesson is that clean drives need an efficient PP to have any positive effect on the heat.
 
Well if you're killing them that fast and you don't feel it's holding you up much then carry on. I'm just stating my own preference, to rescue or fight, as you are stating yours to do both.

That's a risk of hanging around, yes. The odd hatch breaker can get through while you kill them. We have been recommending ECMs as mandatory on any rescue build since they were first discovered to work, very soon after Scythes came in. They are the best defence against fsd missiles and hatch breakers and even newbies with no engineering or unlocks can use them.

That's fair. Doing the same thing for hours isn't for everyone. I tend to alternate as well but more drawn out, I suppose. Rescue for a few hours then kill some Scythes for an hour or 2. I get more of both that way.

Absolutely. Passives you can do nothing about like that are a really bad idea. As well as providing a break from rescues, killing them gives me satisfaction too. Especially as a rescue squad it feels like being personally attacked since ripping people out of rescue ships is a direct violation. Especially when they are critically wounded that's sick and not in a good way. Even if their reasons for doing this are benign, from our point of view they are kidnappers and people traffickers so we have no compunctions about killing them.
Yeah that's why I've been killing the pirates that follow me to the station from incoming enemy alerts out of sheer offense. I just legitimately forgot ecms even existed never had much use for them before. The only thing about the scythes that was making me want to run was the tedious task of recollecting escape pods glad that wont be a issue now. Other than looking up builds and checking targets here and on dcoh I never did read up on stuff and that's on me woulda been glad to know about ecms sooner.

Just tossed one on my cutter along with 5 aeaxmcs and 2 ad missle racks and will be heading to hip 29596 and 97 iTauri later and push real hard on evacs this week for em. Would hit hip 20616 but that 176k ls sc trip is a bit much for me especially since I dont use sc assist. Might go do some combat there but not rescue stuff. o7
 
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Yeah that's why I've been killing the pirates that follow me to the station from incoming enemy alerts out of sheer offense. I just legitimately forgot ecms even existed never had much use for them before. The only thing about the scythes that was making me want to run was the tedious task of recollecting escape pods glad that wont be a issue now. Other than looking up builds and checking targets here and on dcoh I never did read up on stuff and that's on me woulda been glad to know about ecms sooner.

Just tossed one on my cutter along with 5 aeaxmcs and 2 ad missle racks and will be heading to hip 29596 and 97 iTauri later and push real hard on evacs this week for em. Would hit hip 20616 but that 176k ls sc trip is a bit much for me especially since I dont use sc assist. Might go do some combat there but not rescue stuff. o7
We're also in 97 i Tauri so the more the merrier, good hunting :)
 
We're also in 97 i Tauri so the more the merrier, good hunting :)
Same to you cmdr Phil P👍. Just docked my fc in Hixkaramu will start up in the morning it's only 2 jumps to hip 29596 so I should be able to get a lot done. Will swing by 97 i Tauri after it finishes up o7
 
Another out-of-touch question. Is there a tool anywhere that shows the systems whose progress can be affected by spire assaults?
DCOH has a list showing where the spire sites are and what titans they are related to if that's what you mean. Other then that I dunno but would guess it affects the system you find them in. I dont have a link for DCOH but just Google elite DCOH and you'll find it np. It's a great site with lots of interactive features and whatnot.
 
Another out-of-touch question. Is there a tool anywhere that shows the systems whose progress can be affected by spire assaults?
Not as a specific feature that I know of, but you can use the DCoH system summary to work it out easily enough:
- filter to the Maelstrom of interest
- sort the table by distance to the Titan, greatest first
- top 10 rows [1] in the Alert, Invasion or Control state are affected by spire assaults

[1] The game doesn't quite sort systems whose Titan distance differs by <0.01 LY in quite the same way, so if there's a near-tie for the 10th it might be the first 9 and the 11th, but that's rare.
 
Not as a specific feature that I know of, but you can use the DCoH system summary to work it out easily enough:
- filter to the Maelstrom of interest
- sort the table by distance to the Titan, greatest first
- top 10 rows [1] in the Alert, Invasion or Control state are affected by spire assaults

[1] The game doesn't quite sort systems whose Titan distance differs by <0.01 LY in quite the same way, so if there's a near-tie for the 10th it might be the first 9 and the 11th, but that's rare.
That's pretty cool didnt know those affect almost a dozen systems. Just noticed that DCoH also shows the % for progress bars and updates pretty frequently hats off to whoever runs that site.
 
Not as a specific feature that I know of, but you can use the DCoH system summary to work it out easily enough:
- filter to the Maelstrom of interest
- sort the table by distance to the Titan, greatest first
- top 10 rows [1] in the Alert, Invasion or Control state are affected by spire assaults

[1] The game doesn't quite sort systems whose Titan distance differs by <0.01 LY in quite the same way, so if there's a near-tie for the 10th it might be the first 9 and the 11th, but that's rare.
Excellent thought - thanks.
 
Just finished running half a dozen missions out of hip 29596 totaling 2,800 evacuees and thought I'd share how I'm reliably getting out of ground bases. After filling up I pick a system from the nav panel I can hiwake to directly then relog to reset the instance since by the time you fill up there is a pack of hunters usually waiting <2km away staring at and scanning you the whole time. After logging back in immediately launch with no delay and quickly reselect the system from the nav panel while waiting for the pad to let go. As soon as it let's go boost while popping heatsinks fly low and fast parallel to the ground for 5km or so then nose up to hiwake out.

You still have to deal with a hyperdiction but this way avoids the mess directly over the port for the most part. Once you clear the hyperdiction you can set a course for the rescue ship and be on your merry way. o7
 
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