Thargoid invasion - Next target systems?

Week 16, 16th March 3309​

Report
Alert repelled in HIP 2422, Wolf 121, Neites, Jaoi, Hyades Sector LN-K b8-3, Col 285 Sector WN-Z b14-6, HIP 20492, Bi Dhorora.
Col 285 Sector AF-E b13-5, HIP 29596, Cao Tzu, HIP 19757, Muncheim, Asletae, Minawara, Vukurbeh, Ebisu, Bormuninus, Cabarci, Isla, Yemaki, Gamil, Heng defended from Invasion.
Control evicted from Hyades Sector IM-L b8-5, Gliese 3050.

Targets updated at 06:40 23rd March 3309
Hyades Sector AV-O b6-5 Alert 76% — Taranis 24 Ly, 22 Ls planet
Hez Ur Invasion 64% — Cocijo 22 Ly, 2 ports, 236 Ls outpost attack
HIP 4617 Invasion 60% — Oya 28 Ly, 0 ports, 3677 Ls 0.19g planet damage
Elboongzi Alert 50% — Oya 27 Ly, 673 Ls starport, 907 Ls outpost
HR 1403 Invasion 48% — Indra 25 Ly, 5 ports, 194 Ls 2.5g planet + 2483 Ls 0.13g planet attack
LTT 11707 Alert 38% — Oya 28 Ly, empty
Muruidooges Invasion 38% — Hadad 18 Ly, 3 ports, 7320 Ls 0.4g planet attack, 7225 Ls outpost damage
Col 285 Sector TS-Z b14-2 Control 36% — Hadad 21 Ly, empty
HIP 18857 Invasion 36% — Thor 25 Ly, 0 ports, 1746 Ls starport damage
HIP 37906 Alert 36% — Cocijo 27 Ly, empty
Paeni Invasion 30% — Taranis 27 Ly, 6 ports, 571 Ls outpost + 23k Ls 0.4g planet attack
HIP 11111 Invasion 28% — Oya 24 Ly, 0 ports, 2567 Ls outpost damage
Haitchane Invasion 28% — Leigong 30 Ly, 1 port, 558 Ls outpost attack, 667 Ls outpost damage
Pathamon Invasion 28% — Leigong 22 Ly, 3 ports, 105 Ls 1.7g planet + 2696 Ls outpost attack, 194 Ls outpost + 194 Ls 1.7g planet damage
Bhotepa Invasion 26% — Oya 28 Ly, 2 ports, 259 Ls outpost attack
Cephei Sector FB-X b1-0 Control 26% — Oya 23 Ly, empty
63 Eridani Invasion 24% — Taranis 20 Ly, 3 ports, 432 Ls 0.9g planet + 2726 Ls outpost attack, 2732 Ls 0.2g planet + 2039 Ls outpost damage
Aurus Alert 24% — Raijin 26 Ly, 751 Ls outpost, 130 Ls planet
HIP 7338 Invasion 24% — Oya 19 Ly, 0 ports, 674 Ls outpost damage
Col 285 Sector OM-B b14-7 Control 22% — Hadad 30 Ly, empty
Aruntei Invasion 20% — Thor 46 Ly, 4 ports, 66 Ls 0.2g planet attack
Col 285 Sector BP-F b12-2 Alert 20% — Cocijo 29 Ly, empty
Chelka Alert 18% — Oya 25 Ly, 807 Ls outpost
Lovaroju Alert 18% — Taranis 27 Ly, 273 Ls starport, 51 Ls outpost, 90 Ls planet
MCC 105 Invasion 18% — Oya 22 Ly, 0 ports, 978 Ls outpost damage
69 Upsilon Tauri Alert 16% — Indra 26 Ly, 3628 Ls starport, 3780 Ls outpost, 1474 Ls planet
HIP 20491 Invasion 16% — Indra 23 Ly, 4 ports, 3194 Ls 0.19g planet attack
HIP 20890 Alert 16% — Indra 22 Ly, empty, 1609 Ls outpost, 6876 Ls planet
Pegasi Sector NY-O a7-5 Alert 16% — Raijin 24 Ly, empty
HIP 19781 Invasion 14% — Indra 26 Ly, 1 port, 262 Ls outpost attack, 2594 Ls outpost damage
Ahol Invasion 12% — Hadad 21 Ly, 4 ports, 715 Ls 0.4g planet attack
HIP 19157 Invasion 12% — Indra 22 Ly, 3 ports, 217 Ls 1.4g planet attack, 1276 Ls outpost damage
HIP 22566 Invasion 12% — Indra 24 Ly, 5 ports, 4908 Ls 0.12g planet attack
HIP 26274 Invasion 12% — Taranis 24 Ly, 2 ports, 4935 Ls 0.3g planet attack
Auaker Alert 10% — Thor 36 Ly, 386 Ls outpost, 386 Ls planet
Cephei Sector EB-X b1-4 Control 10% — Oya 24 Ly, empty
Ceti Sector DB-X b1-0 Control 10% — Leigong 49 Ly, empty
Col 285 Sector AU-F b12-5 Control 10% — Cocijo 25 Ly, empty
HIP 28150 Invasion 10% — Hadad 31 Ly, 5 ports, 1154 Ls outpost attack
Laumas Alert 10% — Cocijo 29 Ly, 255 Ls starport, 361 Ls outpost, 255 Ls planet
Vistnero Invasion 10% — Raijin 21 Ly, 0 ports, 147 Ls starport damage
Yukait Invasion 10% — Hadad 26 Ly, 2 ports, 108 Ls outpost attack, 76 Ls 0.4g planet damage
Bumbo Control 8% — Oya 22 Ly
Gl 886.1 B Alert 8% — Raijin 25 Ly, empty
HIP 16954 Invasion 8% — Thor 33 Ly, 2 ports, 964 Ls 0.12g planet attack, 1396 Ls outpost damage
HIP 22052 Alert 8% — Taranis 29 Ly, 100 Ls outpost, 174 Ls planet
HIP 26926 Invasion 8% — Taranis 28 Ly, 3 ports, 475 Ls outpost attack, 884 Ls 0.3g planet damage
Ixbaksha Invasion 8% — Raijin 23 Ly, 1 port, 8733 Ls outpost attack, 196 Ls 0.18g planet damage
Baudani Alert 6% — Leigong 25 Ly, 578 Ls outpost, 596 Ls planet
Col 285 Sector BU-X b15-1 Alert 6% — Hadad 32 Ly, empty
HIP 21788 Alert 6% — Indra 25 Ly
Iceniguari Alert 6% — Raijin 23 Ly, 320 Ls outpost
Namayu Alert 6% — Taranis 27 Ly, 374 Ls outpost
Njana Invasion 6% — Cocijo 26 Ly, 1 port, 302 Ls outpost attack, 443 Ls outpost damage
SPOCS 280 Control 6% — Oya 27 Ly, empty
Senocidi Invasion 6% — Taranis 20 Ly, 2 ports, 467k Ls 0.14g planet attack, 467k Ls 0.14g planet damage
Arietis Sector FL-X b1-0 Alert 4% — Indra 23 Ly, empty
Arietis Sector YU-P b5-0 Alert 4% — Leigong 25 Ly, empty
Awara Invasion 4% — Taranis 22 Ly, 5 ports, 7971 Ls 0.3g planet + 7962 Ls outpost attack
Bagalya Invasion 4% — Hadad 27 Ly, 1 port, 14k Ls outpost attack, 3395 Ls 0.11g planet damage
Chibis Invasion 4% — Cocijo 25 Ly, 1 port, 880 Ls outpost attack, 1149 Ls outpost damage
Col 285 Sector UD-G b12-2 Invasion 4% — Cocijo 26 Ly, 3 ports, 2187 Ls 0.14g planet attack
Col 285 Sector YT-F b12-7 Alert 4% — Cocijo 24 Ly, empty
HIP 116360 Alert 4% — Raijin 21 Ly, 649 Ls outpost, 462 Ls planet
HIP 38235 Invasion 4% — Cocijo 21 Ly, 1 port, 185 Ls starport attack, 185 Ls 2.4g planet damage
HIP 6442 Invasion 4% — Leigong 28 Ly, 1 port, 816 Ls outpost attack
Matshiru Control 4% — Taranis 20 Ly
Nibelaako Invasion 4% — Raijin 22 Ly, 0 ports, 519 Ls starport + 519 Ls 0.16g planet damage
Nu Guang Invasion 4% — Raijin 19 Ly, 7 ports, 1040 Ls outpost + 1506 Ls outpost attack
Rikbakara Alert 4% — Taranis 27 Ly, 28k Ls outpost, 694 Ls planet
Col 285 Sector AU-F b12-6 Alert 2% — Cocijo 28 Ly, empty
Col 285 Sector GP-H b10-3 Alert 2% — Thor 36 Ly, empty
Col 285 Sector LB-O c6-3 Alert 2% — Thor 31 Ly, empty
Col 285 Sector NQ-F b11-3 Alert 2% — Thor 33 Ly, empty
Col 285 Sector TS-Z b14-3 Control 2% — Hadad 22 Ly, empty
Col 285 Sector YY-X b15-3 Alert 2% — Hadad 29 Ly, empty
H Puppis Invasion 2% — Hadad 26 Ly, 4 ports, 1239 Ls outpost attack
HIP 4041 Control 2% — Oya 19 Ly, empty
HIP 8467 Alert 2% — Leigong 23 Ly, empty
Jeng Invasion 2% — Oya 23 Ly, 0 ports, 1588 Ls outpost damage

Notes
Empty Alert and Control systems should be easier to complete (announcement).

Week 15, 9th March 3309​

Report
Alert repelled in Col 285 Sector AF-E b13-0, Juipedun.
HIP 20527, HIP 38225, Lunguni, Aowicha, Garongxians, HIP 21991, Holvandalla, HIP 20019, HIP 23716 defended from Invasion.
 
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Slightly confused here, so maybe someone can help me understand what the flup just happened.
I ended last night's play session at Gunn Relay in HIP 4617 and just signed in to resume the battle.
However, I now find myself on the Allied Solace rescue ship in Ross 112 - 107 ly away.
This made me suspect that the settlement had fallen over night but the game is telling me that Gunn Relay is "damaged" which doesn't sound like it means "dead", but I guess it must?? Oh, I also now see that in the galaxy map, the war information tab says "active ports remaining: 0".
(This suggests that HIP 4617 just stopped being a handy place for surface combat...)
 
Well—Aegis appears to have succeeded in scattering everyone to eight different Alert systems, some old and new, the leader of which is Wolf 121. Most invasion activity is of the returning type, though I believe at least Aruntei and Cabarci join the fight anew, and Heng has appeared following its decent chunk of Alert progress last cycle. Finally, a spot of eviction is occurring in the empty Control system Gliese 3050!

Targets updated at 00:40 17th March 3309
HIP 29596 Invasion 80% — Hadad 18 Ly, 3 ports, 1580 Ls 0.12g planet + 1575 Ls 0.14g planet attack, 1548 Ls 0.14g planet + 3015 Ls outpost damage
Col 285 Sector AF-E b13-5 Invasion 64% — Cocijo 26 Ly, 1 port, 471 Ls 0.12g planet attack, 283 Ls 0.14g planet damage
HIP 4617 Invasion 36% — Oya 28 Ly, 0 ports, 3677 Ls 0.19g planet damage
HIP 19757 Invasion 26% — Indra 25 Ly, 2 ports, 2255 Ls 0.2g planet attack, 2256 Ls 0.2g planet damage
Bormuninus Invasion 18% — Raijin 24 Ly, 3 ports, 45 Ls 0.19g planet attack, 63 Ls 0.19g planet damage
HIP 7338 Invasion 18% — Oya 19 Ly, 0 ports, 674 Ls outpost damage
Minawara Invasion 14% — Oya 23 Ly, 2 ports, 412 Ls 0.12g planet attack, 546 Ls outpost damage
MCC 105 Invasion 12% — Oya 22 Ly, 0 ports, 978 Ls outpost damage
Wolf 121 Alert 12% — Leigong 29 Ly, 1708 Ls starport, 4243 Ls outpost


This made me suspect that the settlement had fallen over night but the game is telling me that Gunn Relay is "damaged" which doesn't sound like it means "dead", but I guess it must?

I had noticed that; I clarified it a bit at the top of the thread by introducing additional words for ports; operational, attacked, damaged and abandoned. Then as a simple definition, "active ports" are operational or attacked. Either way, one does indeed move to a rescue Megaship rather than remaining as a port changes from attacked to damaged, which seems like a quite a missed opportunity to remain there and style the menu screen according to that.
 
Victory in Col 285 Sector AF-E b13-5! HIP 29596 to follow soon, after which everywhere except for M. Cocijo has a good target primed for the usual surges on Friday–Saturday surges. Fresh Alert activity spotted at HIP 37906 and Col 285 Sector WN-Z b14-6, Invasion sequels at Gamil and HR 1403, and Control eviction at Hyades Sector IM-L b8-5!

The Alert at Wolf 121 looks quite fine to help along and expect it to finish, be it due to or despite Aegis meddling with things.

Top targets at 12:50 17th March 3309:
HIP 29596 Invasion 88% — Hadad 18 Ly, 3 ports, 1580 Ls 0.12g planet + 1575 Ls 0.14g planet attack, 1548 Ls 0.14g planet + 3015 Ls outpost damage
HIP 4617 Invasion 38% — Oya 28 Ly, 0 ports, 3677 Ls 0.19g planet damage
HIP 19757 Invasion 30% — Indra 25 Ly, 2 ports, 2255 Ls 0.2g planet attack, 2256 Ls 0.2g planet damage
Minawara Invasion 22% — Oya 23 Ly, 2 ports, 412 Ls 0.12g planet attack, 546 Ls outpost damage
Wolf 121 Alert 22% — Leigong 29 Ly, 1708 Ls starport, 4243 Ls outpost
HIP 7338 Invasion 20% — Oya 19 Ly, 0 ports, 674 Ls outpost damage
Bormuninus Invasion 18% — Raijin 24 Ly, 3 ports, 45 Ls 0.19g planet attack, 63 Ls 0.19g planet damage
Muncheim Invasion 16% — Oya 24 Ly, 6 ports, 432 Ls 0.11g planet + 17 Ls outpost attack
Aruntei Invasion 14% — Thor 46 Ly, 4 ports, 66 Ls 0.2g planet attack
MCC 105 Invasion 12% — Oya 22 Ly, 0 ports, 978 Ls outpost damage
Vukurbeh Invasion 12% — Taranis 24 Ly, 4 ports, 1737 Ls 0.14g planet attack
 
Victory in HIP 29596! This is a quite strong start to the cycle, and we have a good solid gradient of systems which should all be fine to complete. This includes the Alerts at Wolf 121 and HIP 2422, though mind that the Invasions in HIP 4617 and HIP 7338 are final-week and present largely by carried progress from the previous cycle, so one may find Commanders skipping them.

Asletae is rising quite quickly, having been targeted heavily. Behind it are the few usual cases of returning Invasion systems, and a torrent of fresh Alert activity; we have seventeen systems with Alert activity thus far, more than double the amount most other cycles have at the end, and this one has barely begun.

Top targets at 22:50 17th March 3309:
HIP 19757 Invasion 44% — Indra 25 Ly, 2 ports, 2255 Ls 0.2g planet attack, 2256 Ls 0.2g planet damage
Minawara Invasion 40% — Oya 23 Ly, 2 ports, 412 Ls 0.12g planet attack, 546 Ls outpost damage
HIP 4617 Invasion 38% — Oya 28 Ly, 0 ports, 3677 Ls 0.19g planet damage
Muncheim Invasion 34% — Oya 24 Ly, 6 ports, 432 Ls 0.11g planet + 17 Ls outpost attack
Wolf 121 Alert 26% — Leigong 29 Ly, 1708 Ls starport, 4243 Ls outpost
HIP 2422 Alert 24% — Oya 24 Ly, 4995 Ls starport
Cao Tzu Invasion 22% — Taranis 22 Ly, 2 ports, 2226 Ls 0.17g planet attack, 280 Ls outpost damage
Bormuninus Invasion 20% — Raijin 24 Ly, 3 ports, 45 Ls 0.19g planet attack, 63 Ls 0.19g planet damage
HIP 7338 Invasion 20% — Oya 19 Ly, 0 ports, 674 Ls outpost damage
Vukurbeh Invasion 20% — Taranis 24 Ly, 4 ports, 1737 Ls 0.14g planet attack
Asletae Invasion 16% — Cocijo 29 Ly, 4 ports, 52 Ls 0.5g planet attack
 
the Invasions in HIP 4617 and HIP 7338 are final-week and present largely by carried progress from the previous cycle, so one may find Commanders skipping them
Aha I hadn't realised that this was their final week. I had been wondering in the last day or so if "0 ports" represented a handicap, but I'm tempted to guess that it does and that they are... doomed :)
 
Argh, just did an entire base instance solo again 🙈 Only wanted to practice a bit for 30, 40 minutes... then over 2.5 hours later, the instance was complete. I was hoping for somebody else to pop in, but to no avail.
Anyway, I feel really comfortable with my FAS now. ^^ Straight no-nonsense build; no different fire groups, no limpets, just 3 shards and hull plating. It's still butt-ugly but I have to admit it's perfect for my playstyle.

Getting the AXI ranks for soloing Cyclops and Basilisk has also really boosted my confidence, by now I feel like I know what I'm doing 😄 and killed about 3 Basis in this instance (and a big pile of Clopses ofc).

Earlier today I dropped into an instance where a Farragut hovered above the ground base. Hadn't seen that before. It's nice, you can kite the aliens into the cruiser to get them out of your hair for a minute. ^^

If anyone wants to try out the FAS, here's the build I'm using:

It even permits the luxury of a docking computer ^^ ofc that one won't work in a CZ, but it's nice to be able to chill when you return to your safe base. =) Ofc you could drop it and shuffle around the modules a bit for a total of 4600 hull, but honestly I find that 4000 is plenty, as long as you stick to station defense.
 
if "0 ports" represented a handicap, but I'm tempted to guess that it does and that they are... doomed :)
Aegis would probably tell you that it wasn't a problem and they're just as defensible at that stage as any other, but in practice the reduction in the types of activity available and the lack of convenient mid-fight repairs means that getting together a large enough force to win is organisationally tricky.
 
A lot of good horizontal progress; we have a nice upcoming block of systems followed by a gradient, most/all of which should be well within completion if assisted. I enjoy announcing fresh activity, though sixteen new systems is a bit much; notably there are two more eviction efforts in Ceti Sector DB-X b1-0 and Col 285 Sector OM-B b14-7 with a credible 10% each. The number of Alert systems with progress has risen to 23...

Top targets at 11:40 18th March 3309:
HIP 19757 Invasion 58% — Indra 25 Ly, 2 ports, 2255 Ls 0.2g planet attack, 2256 Ls 0.2g planet damage
Minawara Invasion 50% — Oya 23 Ly, 2 ports, 412 Ls 0.12g planet attack, 546 Ls outpost damage
Muncheim Invasion 50% — Oya 24 Ly, 6 ports, 432 Ls 0.11g planet + 17 Ls outpost attack
Asletae Invasion 48% — Cocijo 29 Ly, 4 ports, 52 Ls 0.5g planet attack
Cao Tzu Invasion 46% — Taranis 22 Ly, 2 ports, 2226 Ls 0.17g planet attack, 280 Ls outpost damage
Wolf 121 Alert 44% — Leigong 29 Ly, 1708 Ls starport, 4243 Ls outpost
HIP 4617 Invasion 38% — Oya 28 Ly, 0 ports, 3677 Ls 0.19g planet damage
HIP 2422 Alert 32% — Oya 24 Ly, 4995 Ls starport
Vukurbeh Invasion 28% — Taranis 24 Ly, 4 ports, 1737 Ls 0.14g planet attack


Argh, just did an entire base instance solo again 🙈 Only wanted to practice a bit for 30, 40 minutes... then over 2.5 hours later, the instance was complete. I was hoping for somebody else to pop in, but to no avail.
Anyway, I feel really comfortable with my FAS now. ^^ Straight no-nonsense build; no different fire groups, no limpets, just 3 shards and hull plating. It's still butt-ugly but I have to admit it's perfect for my playstyle.

Always great to hear when Commanders establish something they can use! If I were to suggest, from here:
  • Kill a Medusa! They are not significantly different and you have just about everything you need, although I suggest changing the Scanner for more heat sinks, which you will need for exposing additional petals with a tougher hull. The Neutraliser can also become heat sinks if you are not in a Conflict Zone.
  • If or when you find yourself taking almost no damage, consider building a similar Fer-de-Lance. You will not like mine much because I love having as many fire groups as possible, but conceptually a Fer-de-Lance is similar; around the same speed, one extra weapon and two extra utilities, at a relatively steep cost to internal modules (in effect, hull integrity).
Also I may have meddled with your loadout to give it one-eighth more hull, use the Enhanced scanner and set the power priority.
 
The one I linked, with one small change: I replaced the SFN with another Sirius heatsink to have a bit more margin for errors.
But how do you cope with the swarm then? (For the Basi rank in AXI you aren't allowed to use planetary kills, or at least that was my understanding.)
 
But how do you cope with the swarm then? (For the Basi rank in AXI you aren't allowed to use planetary kills, or at least that was my understanding.)

If it helps, while orbiting I just watch the radar and be sure not to annoy the swarm, using a boost with laterals to adjust the orbit plane if needed. If I encounter an annoyed swarm, again I use the radar to be sure I have the ability to boost away from missiles, then I fly through it after one volley has been expended.
 
Always great to hear when Commanders establish something they can use! If I were to suggest, from here:
  • Kill a Medusa! They are not significantly different and you have just about everything you need, although I suggest changing the Scanner for more heat sinks, which you will need for exposing additional petals with a tougher hull. The Neutraliser can also become heat sinks if you are not in a Conflict Zone.
    <snip>
    Also I may have meddled with your loadout to give it one-eighth more hull, use the Enhanced scanner and set the power priority.

Hmm, what exactly did you change about the hull? All I can spot is you swapped the lazydocker with another GMRP and the basic scanner for the enhanced one (which I figured I don't really need on this build since I don't need to target hearts).
Oh, and would you say it's worth it to use a class 3 laser? RN I'm using a class 2 bc I had it lying around, also to go easier on the distro.

I find Medusas pretty scary. 😬 But I suppose I'll be able to do that eventually. So for that I'd run a full complement of 4 heatsinks I guess... although I'd first do some test runs with the scanner to figure out how much hull % a single hit will do.

Generally I like to keep the Goid painted with my vent beam at all times during an attack run; the downside is that I can't stagger my guardian weapons, since in the 34th century, humanity has forgotten how to assign more than 2 buttons to weapons. :/ I'd need one of those macros seen in some youtube videos, where the firegroups automatically cycle, but I have no idea how to set that up.

But how do you cope with the swarm then? (For the Basi rank in AXI you aren't allowed to use planetary kills, or at least that was my understanding.)
Yeah, like Aleks suggested I just used my laterals to dodge the swarm. It did take me two attempts though. In the first attempt I already messed up the opening, imediately agitated the swarm and ate plenty of missiles; eventually I had to abort the instance and get repairs. In the second attempt I did it by the book with cold orbiting technique, and it worked really well. I did take some damage and finished with 75% hull, but all my modules were >97%.
 
Hmm, what exactly did you change about the hull? All I can spot is you swapped the lazydocker with another GMRP and the basic scanner for the enhanced one
There's an extra GHRP snuck in there. (GMRPs now 5/2/1 instead of 5/2/2.)
in the 34th century, humanity has forgotten how to assign more than 2 buttons to weapons
LOL yes, smh.
If it helps, while orbiting I just watch the radar and be sure not to annoy the swarm, using a boost with laterals to adjust the orbit plane if needed. If I encounter an annoyed swarm, again I use the radar to be sure I have the ability to boost away from missiles, then I fly through it after one volley has been expended.
Yeah, like Aleks suggested I just used my laterals to dodge the swarm. It did take me two attempts though. In the first attempt I already messed up the opening, imediately agitated the swarm and ate plenty of missiles; eventually I had to abort the instance and get repairs. In the second attempt I did it by the book with cold orbiting technique, and it worked really well. I did take some damage and finished with 75% hull, but all my modules were >97%.
Doh I had forgotten that it's theoretically possible to dodge the swarm! :ROFLMAO: I just suck very badly at it...
I have never yet managed to work out how to tell if the damn thing is even agitated. I have seen pictures but it always just looks the same to me (potato graphics, 1080p). I must watch my own videos again from my first Cyclops kills and then look for YT videos of normal/agitated swarms. (Links gratefully received ofc!)
Here's another laugh btw: it took me literally days of fighting Interceptors to finally notice that the goddamn stupid swarm indicator in the radar NEVER ever changes, not when the pattern changes, not even when you shoot all but one of the little fuppers; the swarm indicator still has the same bunch of little hornets buzzing happily around. OMFFFFG... :)
 
Hmm, what exactly did you change about the hull? All I can spot is you swapped the lazydocker with another GMRP

One of the class 2 GMRPs became a GHRP! You could also just change the auto-dock for a class 1 GHRP, though at that point it I think it is as well to move the GMRPs down by one and take a little more hull integrity with the same module protection percentage.


Oh, and would you say it's worth it to use a class 3 laser? RN I'm using a class 2 bc I had it lying around, also to go easier on the distro.

Definitely there is some value in not expending your WEP power too quickly; I use a class 2 beam on the Fer-de-Lance, where I have grouped its AX weapons into two pairs, despite being able to fit a class 4. I think you would have to try it to be sure either way.


Generally I like to keep the Goid painted with my vent beam at all times during an attack run; the downside is that I can't stagger my guardian weapons, since in the 34th century, humanity has forgotten how to assign more than 2 buttons to weapons. :/ I'd need one of those macros seen in some youtube videos, where the firegroups automatically cycle, but I have no idea how to set that up.

In my opinion, not for Shards! Staggered fire is great for Gauss, but why stagger your Shards when all three will then reload at much the same time? If you want individual Shard shots to keep your heat low, put the Beam on primary fire in all groups, and set up groups A, B, C having one Shard in each on secondary. Then, expend one weapon fully before moving to the next group, so that A will have reloaded by the time you deplete C. The Shard rate will be lower than with two staggered Shards, but that would generate heat too quickly anyway.

I would then train to nudge it back two groups rather than cycling around, so that I can have a scan-only safety group at the start and a full strike group at the end.
 
A lot of good horizontal progress; we have a nice upcoming block of systems followed by a gradient, most/all of which should be well within completion if assisted. I enjoy announcing fresh activity, though sixteen new systems is a bit much; notably there are two more eviction efforts in Ceti Sector DB-X b1-0 and Col 285 Sector OM-B b14-7 with a credible 10% each. The number of Alert systems with progress has risen to 23...
Ceti Sector DB-X b1-0 is not a serious eviction effort. This was another of my tissue sample tests. At this point I have confirmed that tissue samples are effective at moving the progress bar in alert, invasion, and control systems. For Ceti Sector DB-X b1-0, it moved 5 pips for 39 basilisk and 6 medusa samples. For Aruntei (invasion), it moved 3 pips for 128 cyclops samples, and 4 more pips for another 149 + 8 basilisk samples.
 
Generally I like to keep the Goid painted with my vent beam at all times during an attack run; the downside is that I can't stagger my guardian weapons, since in the 34th century, humanity has forgotten how to assign more than 2 buttons to weapons. :/ I'd need one of those macros seen in some youtube videos, where the firegroups automatically cycle, but I have no idea how to set that up.
Generally you shouldn't be using a beam when attacking. The thermal vent effect is going to be negligible compared to the heat generated by firing the weapons, so using heatsinks is mandatory - and then the beam isn't required anyway, so turn it off to save the distro power.
 
Victories in Cao Tzu, HIP 19757 and Muncheim! Asletae and Minawara to follow, then both Alerts at HIP 2422 and Wolf 121; I would quite like to know whether those Alerts are being driven mostly by research samples, general combat, Orthrus-hunting, salvage or trades.

Activity seen at eighteen more systems, including strong one-quarter completions at the unpopulated Alert and Control systems LTT 11707 and Cephei Sector FB-X b1-0, making an unprecedented 81 systems with activity. Everything is so wildly different this cycle that it would be dishonest to extrapolate and offer the result as something considered likely, so with maximum caution that this model probably needs updating now, the very approximate outlook indicates around 15 Invasions and 4 Alerts with the following notes:
  • Activity stopped more abruptly than anticipated last cycle; this effect still exists and is becoming less predictable.
  • HIP 4617 looks like it will be ignored (although that may translate into an extra Invasion system elsewhere).
  • The Control evictions will not finish on their present course; without relying on general assistance, consolidating can finish one of them.

Top targets at 10:10 19th March 3309:
Asletae Invasion 92% — Cocijo 29 Ly, 4 ports, 52 Ls 0.5g planet attack
Minawara Invasion 86% — Oya 23 Ly, 2 ports, 412 Ls 0.12g planet attack, 546 Ls outpost damage
HIP 2422 Alert 70% — Oya 24 Ly, 4995 Ls starport, 192 Ls planet
Wolf 121 Alert 66% — Leigong 29 Ly, 1708 Ls starport, 4243 Ls outpost
Vukurbeh Invasion 48% — Taranis 24 Ly, 4 ports, 1737 Ls 0.14g planet attack
HIP 4617 Invasion 40% — Oya 28 Ly, 0 ports, 3677 Ls 0.19g planet damage
Neites Alert 38% — Hadad 26 Ly, 2004 Ls starport, 2055 Ls outpost, 2002 Ls planet
Bormuninus Invasion 34% — Raijin 24 Ly, 3 ports, 45 Ls 0.19g planet attack, 63 Ls 0.19g planet damage
HIP 20492 Alert 30% — Indra 24 Ly, 3308 Ls starport, 3168 Ls outpost, 5791 Ls planet
Hyades Sector IM-L b8-5 Control 30% — Taranis 26 Ly, empty
Cephei Sector FB-X b1-0 Control 26% — Oya 23 Ly, empty
Gliese 3050 Control 26% — Oya 26 Ly, empty
Isla Invasion 26% — Raijin 24 Ly, 1 port, 888 Ls starport attack, 888 Ls 0.13g planet + 1649 Ls outpost damage


Ceti Sector DB-X b1-0 is not a serious eviction effort. This was another of my tissue sample tests. At this point I have confirmed that tissue samples are effective at moving the progress bar in alert, invasion, and control systems. For Ceti Sector DB-X b1-0, it moved 5 pips for 39 basilisk and 6 medusa samples. For Aruntei (invasion), it moved 3 pips for 128 cyclops samples, and 4 more pips for another 149 + 8 basilisk samples.

This is most valuable; thank you ever so much! Very much due to this, if I ran GalNet news the headline would be "Aegis calls upon independent Commanders to help Aegis recommend a preventative anti-xeno tactic to independent Commanders".
 
Going from the current list, I'd like to suggest focussing on Isla, because it's in its last week with an open port. So you know the drill -- if we don't clear it by thursday, we'll lose it.
It's currently the tertiary AXI target, I hope there'll be some activity.
 
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