Thargoid invasion - Next target systems?

I've spent the week in Vukurbeh; it would be nice to see that freed. I didn't think it would get this close.
I had a fun evening at Mitra Station in Open last night, with a very nice commander who let me finish off their Basilisk! If you are reading this, thanks. I'm still a relative newbie and I haven't figured out the intricacies of the comms panel yet, I wasn't ignoring you, I just didn't know how to reply!

I'll be there again tonight, if my 2yo daughter co-operates and has an early night :)

I'm wondering how best to invest the massive amounts of credits I am making from this war. I didn't think fighting thargs would be my thing but I'm getting really into it, largely thanks to this thread Aleks, and the support from other CMDRs!

I've a Viper Mk4 with a couple of AX multi cannons and a stack of hull / module re-enforcements. Great for scouts but what do I need to take on the flowers? it feels the hardware I need is inaccessible as I haven't unlocked the engineers and it sounds as though that's quite a time consuming business (time is something I don't have much of) - and obvs would need a bigger ship.. any ideas?

it'd be great if the game let you 'enlist' into the navy, (say once you reached a certain rank) and you were 'loaned' a nice AX ship to fight in!

loving the game btw..
 
I haven't unlocked the engineers and it sounds as though that's quite a time consuming business
This very much depends on how much engineering you want to do. Some of the early engineers can be unlocked very quickly - especially with assistance from friends - and low-level upgrades can be obtained relatively cheaply but still add a substantial amount of performance.

Fully upgrading every module on a ship to maximum can be a very long process, especially the first time around.

For example: Grade 1 upgrades to all your hull reinforcements and base armour will get you 25% extra hull, which is a nice survivability boost. To get that you need to unlock Liz Ryder (probably about an hour's effort, less with assistance) and spend a few basic materials which you can pick up far more than you'll need for one ship in 10-15 minutes of SRV exploration. An hour or two out to get 25% more survivability might be worthwhile.

To get those hull upgrades to Grade 5, you need to either travel to Colonia for Petra Olmanova or unlock Selene Jean in the bubble, both of which will require unlocking Tod McQuinn first. That's going to take you several hours one way or another for the unlocks (again, reduced if you have some assistance, but it's still going to be a while), and then you'll need to collect a much larger number of higher grade materials which will also take several hours if starting from no reserves. After all this you'd only have 75% extra armour compared with stock modules - not that much higher than the boost G1 gets you, but much more effort to get there.


So what I'd say is: it's probably worth, even if you're relatively short on time, unlocking the five basic engineers (Farseer, Ryder, McQuinn, Dweller and Martuuk) as and when you feel like a break from Thargoid combat itself. They're all doable in about an hour (many quicker with assistance) and between them they give you access to at least Grade 1 modifications for pretty much all your important modules.

When doing missions as part of the Thargoid War, if you always take the materials reward option, you'll get a mix of materials which can then be traded at a material trader to do plenty of Grade 1 upgrades. You won't get raw materials this way, but a session of SRV exploration or some relaxing laser mining can get you enough of those.

Then, as materials allow, do Grade 1 upgrades to your modules. They're cheap, they're pretty quick, and you'll get something like a 25-33% performance boost from each one. You can "pin" one blueprint per engineer to be able to apply it from almost any station, so you won't always even need to travel to them to do this ... or alternatively, if you're fighting at Hadad one week, that's when you take a side trip to Farseer for her upgrades. Don't be in any hurry, just think about where there's an opportunity to do it without going too far from what you're doing anyway.

Higher grade upgrades ... well, you may find that the mission rewards are leaving you with the materials you need for some of those too, in which case go for it as and when you get them. If you go for them as a specific objective, that's when they take ages. But a good bunch of G1s is going to give you a good performance boost for minimal time investment.
 
I had a fun evening at Mitra Station in Open last night, with a very nice commander who let me finish off their Basilisk! If you are reading this, thanks. I'm still a relative newbie and I haven't figured out the intricacies of the comms panel yet, I wasn't ignoring you, I just didn't know how to reply!

The comms panel is indeed a bit of a mess! It does not help that the Conflict Zone selection gets in the way, nor that the system AX forces clutter the Local chat (a known and oft-reported problem already), and I hesitate to be too specific because the right-most configuration tab has options which affect the left-most chat tab. Your main goal for now is to establish switching between Local and System. At present I do this by switching page within the chat tab, though there are also text triggers for this, such as /L for Local.


I'm wondering how best to invest the massive amounts of credits I am making from this war. I didn't think fighting thargs would be my thing but I'm getting really into it, largely thanks to this thread Aleks, and the support from other CMDRs!

You are most welcome! Your example is also exactly what we need—Commanders joining the battle with at least the ability to keep a conflict zone Scout-free.


I've a Viper Mk4 with a couple of AX multi cannons and a stack of hull / module re-enforcements. Great for scouts but what do I need to take on the flowers? it feels the hardware I need is inaccessible as I haven't unlocked the engineers and it sounds as though that's quite a time consuming business (time is something I don't have much of) - and obvs would need a bigger ship.. any ideas?

You have a very comprehensive engineering overview above, so I will skip to the starship! Keeping in mind that AX hardware is in flux at the moment, a good starting-point is the hull-only Alliance Chieftain on the Anti-Xeno Initiative builds page, but switch one Heat sink for a Shutdown field neutraliser. It is very strong and it lets you commit some very silly errors without exploding; I have yet even to lose its canopy, much less the starship. The purpose is to use the agility to circle around the Interceptor while staying cold enough to prevent it from targeting you.

A critical design feature here, transferable to any other design (even for supply or evacuation!), is to use two small and one large Module reinforcement. This is because you get the compounded protection chance, but the largest module takes all of that damage first, so you have the full protection as long as you can get a safe moment to keep that class 5 module repaired. Mind that any Military module slots come last in that damage order; those should contain Hull reinforcement.

Speaking of hull, most medium AX designs should use normal engineered HRPs (with Heavy Duty). Special HRPs with caustic resistance are tempting, but the lack of engineering makes them not worth the switch in most cases, that Chieftain build falling only just short of the threshold. You would need to reach something like 3500–4000 hull before it becomes a good idea to change one small engineered HRP for a GHRP.

Regarding weapons:
  • Non-Guardian weapons, referring to the EAX Multi-cannons and Missiles, do not fare very well at the moment against larger Interceptors except the special Orthrus. Multi-cannons can help with Cyclops petals.
  • The normal Guardian Gauss is great against all normal Interceptors because its high Piercing helps it to retain damage against tougher Hardness. Its biggest weakness is the low ammunition maximum.
  • The Enhanced Guardian Shard is great against petals. Its weaknesses are high Heat and long Reload, both of which make for poor Heat sink timing; it is better if others anger the petal then a Shard pilot boosts in and destroys it.
  • The Enhanced Guardian Plasma has high damage and ammunition and relatively little heat, and is also versatile enough to keep Scouts cleared out quite well, though is a bit mediocre against petals due to low Breach damage. Its main direct weakness is its Distributor draw, and be aware that its strikes can obscure vision for others. Against a Cyclops, also be aware that its high damage can trigger a lot of emergency shields—I use a fire group with two primary and two secondary for this purpose, to anger the petal without dealing too much hull damage. Conversely, astute Commanders can execute the Cyclops early if struck just after a petal is destroyed, or perhaps during Lightning.
Use the Trailing sights option if you equip Shards or Plasmas; this will allow you to pinpoint a petal in motion without needing to target it as a subsystem, which would require a Xeno scanner.
 
This very much depends on how much engineering you want to do. Some of the early engineers can be unlocked very quickly - especially with assistance from friends - and low-level upgrades can be obtained relatively cheaply but still add a substantial amount of performance.

Fully upgrading every module on a ship to maximum can be a very long process, especially the first time around.

For example: Grade 1 upgrades to all your hull reinforcements and base armour will get you 25% extra hull, which is a nice survivability boost. To get that you need to unlock Liz Ryder (probably about an hour's effort, less with assistance) and spend a few basic materials which you can pick up far more than you'll need for one ship in 10-15 minutes of SRV exploration. An hour or two out to get 25% more survivability might be worthwhile.

To get those hull upgrades to Grade 5, you need to either travel to Colonia for Petra Olmanova or unlock Selene Jean in the bubble, both of which will require unlocking Tod McQuinn first. That's going to take you several hours one way or another for the unlocks (again, reduced if you have some assistance, but it's still going to be a while), and then you'll need to collect a much larger number of higher grade materials which will also take several hours if starting from no reserves. After all this you'd only have 75% extra armour compared with stock modules - not that much higher than the boost G1 gets you, but much more effort to get there.


So what I'd say is: it's probably worth, even if you're relatively short on time, unlocking the five basic engineers (Farseer, Ryder, McQuinn, Dweller and Martuuk) as and when you feel like a break from Thargoid combat itself. They're all doable in about an hour (many quicker with assistance) and between them they give you access to at least Grade 1 modifications for pretty much all your important modules.

When doing missions as part of the Thargoid War, if you always take the materials reward option, you'll get a mix of materials which can then be traded at a material trader to do plenty of Grade 1 upgrades. You won't get raw materials this way, but a session of SRV exploration or some relaxing laser mining can get you enough of those.

Then, as materials allow, do Grade 1 upgrades to your modules. They're cheap, they're pretty quick, and you'll get something like a 25-33% performance boost from each one. You can "pin" one blueprint per engineer to be able to apply it from almost any station, so you won't always even need to travel to them to do this ... or alternatively, if you're fighting at Hadad one week, that's when you take a side trip to Farseer for her upgrades. Don't be in any hurry, just think about where there's an opportunity to do it without going too far from what you're doing anyway.

Higher grade upgrades ... well, you may find that the mission rewards are leaving you with the materials you need for some of those too, in which case go for it as and when you get them. If you go for them as a specific objective, that's when they take ages. But a good bunch of G1s is going to give you a good performance boost for minimal time investment.

The comms panel is indeed a bit of a mess! It does not help that the Conflict Zone selection gets in the way, nor that the system AX forces clutter the Local chat (a known and oft-reported problem already), and I hesitate to be too specific because the right-most configuration tab has options which affect the left-most chat tab. Your main goal for now is to establish switching between Local and System. At present I do this by switching page within the chat tab, though there are also text triggers for this, such as /L for Local.




You are most welcome! Your example is also exactly what we need—Commanders joining the battle with at least the ability to keep a conflict zone Scout-free.




You have a very comprehensive engineering overview above, so I will skip to the starship! Keeping in mind that AX hardware is in flux at the moment, a good starting-point is the hull-only Alliance Chieftain on the Anti-Xeno Initiative builds page, but switch one Heat sink for a Shutdown field neutraliser. It is very strong and it lets you commit some very silly errors without exploding; I have yet even to lose its canopy, much less the starship. The purpose is to use the agility to circle around the Interceptor while staying cold enough to prevent it from targeting you.

A critical design feature here, transferable to any other design (even for supply or evacuation!), is to use two small and one large Module reinforcement. This is because you get the compounded protection chance, but the largest module takes all of that damage first, so you have the full protection as long as you can get a safe moment to keep that class 5 module repaired. Mind that any Military module slots come last in that damage order; those should contain Hull reinforcement.

Speaking of hull, most medium AX designs should use normal engineered HRPs (with Heavy Duty). Special HRPs with caustic resistance are tempting, but the lack of engineering makes them not worth the switch in most cases, that Chieftain build falling only just short of the threshold. You would need to reach something like 3500–4000 hull before it becomes a good idea to change one small engineered HRP for a GHRP.

Regarding weapons:
  • Non-Guardian weapons, referring to the EAX Multi-cannons and Missiles, do not fare very well at the moment against larger Interceptors except the special Orthrus. Multi-cannons can help with Cyclops petals.
  • The normal Guardian Gauss is great against all normal Interceptors because its high Piercing helps it to retain damage against tougher Hardness. Its biggest weakness is the low ammunition maximum.
  • The Enhanced Guardian Shard is great against petals. Its weaknesses are high Heat and long Reload, both of which make for poor Heat sink timing; it is better if others anger the petal then a Shard pilot boosts in and destroys it.
  • The Enhanced Guardian Plasma has high damage and ammunition and relatively little heat, and is also versatile enough to keep Scouts cleared out quite well, though is a bit mediocre against petals due to low Breach damage. Its main direct weakness is its Distributor draw, and be aware that its strikes can obscure vision for others. Against a Cyclops, also be aware that its high damage can trigger a lot of emergency shields—I use a fire group with two primary and two secondary for this purpose, to anger the petal without dealing too much hull damage. Conversely, astute Commanders can execute the Cyclops early if struck just after a petal is destroyed, or perhaps during Lightning.
Use the Trailing sights option if you equip Shards or Plasmas; this will allow you to pinpoint a petal in motion without needing to target it as a subsystem, which would require a Xeno scanner.

Thanks for these replies! It's great that you've taken the time to write all that! @Ian Doncaster that's really useful to know.. as you say a couple hrs effort for 25% more hull seems like a good investment, and of course its good to have the odd night off from combat (so you can actually sleep after playing lol). i shall seek out those five (i do already have Farseer) and see how it goes. I have started accepting the materials mission rewards, now I'm cashing in the combat bonds, so good to know I'm doing something right!! just one question, you mention things being easier with assistance - where do I go for that assistance? is that joining a squadron?

Thanks for the ship advice @Aleks Zuno . the Chieftan looks good. I've seen your comments about compouding reinforcements - thats a neat trick! i tried this on my Viper, I've got 2x 4D, 1x 3D and a 1D HRP and a 3D and 2D MRP installed.. was trying out my shieldless build for the first time yesterday :)

PS sounds like i need to unlock the guardian weapons to make real inroads into the interceptors!
 
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is that joining a squadron?
I think there probably will be some squadrons who'd be willing to help people get set up with early engineers - bringing trade goods to the right place for you while you do another bit of the unlock or gather materials, or going laser-mining with you to double the number of raw material fragments you can get, for example - but equally you might find someone you meet on the battlefield is wanting a break at the same sort of time.

I'm not in a position to be able to recommend that sort of help-getting-started squadron but you might be able to ask around on the Groups forum here.
 
Victory in HIP 20527—shortly after the morning update, but it still gets its announcement! Great to see that Vukurbeh has pulled well ahead, and thank you to those rallying there earlier. For HIP 38235 to be also afloat with it, I think we have just as much of a burst of passion as a burst of action, and I will be helping it along as promised earlier.

For anyone somehow not taking a rest if those two reach completion, the full list is at the top of course.

Top targets at 18:50 25th January 3309:
HIP 38235 Control – 84%
Vukurbeh Invasion + 4 ports – 84%
 
I seen you there ! Couldn't miss that name :)

A real problem with invisible interceptors and stuck bars in the Vukurbeh system, the strange thing is that I only find it happens when its populated ?
Oddly enough, I haven't run into that problem there. It's happened to me pretty much everywhere else, but not there.
 
Victory in Vukurbeh, and the first populated Control eviction in HIP 38235! Well done and thank you to all, especially for holding such a nice party at Secret Wildwood Gardens. I am sure that @Ian Doncaster will be ever so happy that we get to discover how long the Recovery will be, or if it actually enters Recovery at all!

While definitely I would recommend taking a break at this point, I would be remiss not to eye the status of Jeng. As the eighth Invasion system it projects 807% by time, and as the ninth total system it projects 912% by time, justifiably if the Control activity transfers to it. These fall short if I use the weighted model, but this Wednesday is different, and technically there is enough time to do it.

By all means try if you wish, and worry not about missing the mark—it has been a very good week, and I am sure that Jeng will return quite quickly to the top.

Narrowest possibility, hold no expectations:
Jeng Invasion + 2 ports – 72%


Additional: Trophy!

Eviction2.jpg
 

Week 9, 26th January 3309​

Report
HIP 20019, HIP 23716, Benanekpeno, Dao Tzu, HIP 20899, Garongxians, Jeng defended from Invasion.
Control evicted from Col 285 Sector JW-M c7-18, Hyades Sector ZZ-O b6-6.

Targets updated at 06:45 2nd February 3309
Pathamon Invasion 84% — Leigong 22 Ly, 5 ports, 104 Ls planet + 2695 Ls outpost attack
Desurinbin Invasion 66% — Cocijo 25 Ly, 7 ports, 455k Ls planet + 456k Ls planet attack
Elboongzi Invasion 58% — Oya 27 Ly, 3 ports, 907 Ls outpost attack
HIP 20605 Control 48% — Indra 26 Ly, empty
Col 285 Sector TS-Z b14-3 Control 46% — Hadad 22 Ly, empty
Aowicha Invasion 38% — Oya 23 Ly, 2 ports, 1765 Ls planet attack, 1760 Ls planet damage
Huile Invasion 32% — Oya 30 Ly, 2 ports, 3853 Ls planet attack
Putas Alert 28% — Hadad 23 Ly, 572 Ls starport, 861 Ls outpost
Ebisu Invasion 26% — Taranis 21 Ly, 7 ports, 63 Ls outpost + 1797 Ls planet attack
Col 285 Sector PM-B b14-5 Control 22% — Hadad 26 Ly, empty
HIP 113076 Invasion 22% — Raijin 24 Ly, 1 port, 2445 Ls outpost attack, 161k Ls planet damage
Vogulmangoi Invasion 18% — Taranis 27 Ly, 1 port, 360 Ls outpost attack
Canaharvas Invasion 12% — Cocijo 23 Ly, 1 port, 964 Ls outpost attack
Vocovii Invasion 12% — Cocijo 23 Ly, 2 ports, 62k Ls outpost attack, 105 Ls planet damage
Awara Invasion 10% — Taranis 21 Ly, 5 ports, 7971 Ls planet + 7971 Ls planet attack
Cephei Sector YZ-Y b4 Invasion 10% — Oya 27 Ly, 3 ports, 1305 Ls planet attack
HIP 20491 Invasion 10% — Indra 23 Ly, 2 ports, 3194 Ls planet attack, 3197 Ls planet damage
HIP 25679 Invasion 10% — Taranis 17 Ly, 4 ports, 1959 Ls planet attack
Obamumbo Alert 10% — Indra 18 Ly, 10 Ls starport, 17 Ls outpost
70 Tauri Invasion 8% — Indra 20 Ly, 2 ports, 3009 Ls outpost attack
Col 285 Sector KM-V d2-69 Invasion 8% — Cocijo 23 Ly, 0 ports, 451 Ls outpost damage
Trianguli Sector GG-Y c18 Invasion 8% — Taranis 26 Ly, 0 ports, 12k Ls planet damage
Arietis Sector VJ-R b4-0 Control 6% — Leigong 29 Ly, empty
H Puppis Alert 6% — Hadad 25 Ly, 320 Ls starport, 568 Ls outpost
HIP 21261 Invasion 6% — Indra 20 Ly, 3 ports, 284 Ls outpost attack
Ildano Invasion 6% — Taranis 21 Ly, 2 ports, 749 Ls planet attack
Mesarthim Control 6% — Leigong 33 Ly, empty
HIP 21918 Invasion 4% — Indra 22 Ly, 2 ports, 293 Ls planet attack, 293 Ls outpost damage
HIP 8525 Alert 4% — Oya 17 Ly, 68 Ls starport, 120 Ls outpost
HR 1403 Alert 4% — Indra 24 Ly, 194 Ls starport, 62k Ls outpost
Kamato Invasion 4% — Raijin 26 Ly, 0 ports, 389 Ls outpost damage
Muncheim Alert 4% — Oya 23 Ly, 6 Ls starport, 10 Ls outpost
Haushu Invasion 2% — Taranis 25 Ly, 0 ports, 99 Ls outpost damage
Hez Ur Alert 2% — Cocijo 22 Ly, 445 Ls starport, 236 Ls outpost
HIP 22496 Invasion 2% — Indra 21 Ly, 1 port, 2210 Ls outpost attack, 3631 Ls planet damage
Jementi Invasion 2% — Leigong 25 Ly, 2 ports, 227k Ls planet attack, 227k Ls planet damage
Liu Hef Invasion 2% — Oya 26 Ly, 1 port, 103k Ls outpost attack
Liu Huang Alert 2% — Oya 17 Ly, 12 Ls starport, 16 Ls outpost

Notes
"The Class 3 Experimental Weapons Stabiliser will be made available at rescue megaships on the 26th January." (Community Goal)
This is a Class 3 internal module which in turn allows five total AX or Guardian weapon modules, and only one may be equipped.
A replacement Xeno Scanner with 2 km range is also available (announcement).

Week 8, 19th January 3309​

Report
Neites, Col 285 Sector AF-E b13-5, HIP 2422, Chibis, HIP 20492, HIP 20527, Vukurbeh defended from Invasion.
Control evicted from HIP 38235.
 
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It says now "Recovery Complete, all ports active in 6d" (Vukurbeh)

Indeed! If an Invasion system is defended in its first week, the Recovery duration is just one week. No ports ever reached the Damaged state, thus no ports enter the Under Repair state. See also Neites, HIP 2422, Chibis and HIP 20527.

Invasion systems which reach at least one Damaged port will have a four-week Recovery duration; see Col 285 Sector AF-E b13-5 and HIP 20492. As we have only just now learned with HIP 38235, previously-populated Control systems also enter a four-week Recovery.
 
From the live stream today, sounds like Aleks' job is about to get easier.

I will try to catch up with a recording of that as soon as I can, hopefully just prior to Hutton Orbital Live! In general, the purpose has been to bridge any gaps between what Commanders have and what they need, the critical matters thus far being where to go and what to do (as the first page provides!). I would love very much for any upcoming changes to answer the "where?" question, such that independent checking will eventually have served its purpose.

There are many ways that can occur—it could be a full list on the Galaxy map so that Commanders can focus self-sufficiently, but could also be a redesign of the weekly reset such that Commanders have more individual agency, or a patronage system which lets Commanders assign their support for systems to be completed next. Probably I should expect the announcement to be a more modest convenience, but I shall see it a bit later!
 
HIP 20019 has returned with an excellent and concentrated start from its second-place position last cycle, and the top system Jeng has its initial activity also. Elboongzi joins in its first Invasion week, along with HIP 23716 in its second, though notably Wakata Station is safe for now. Eviction activity spotted in the empty systems Col 285 Sector JW-M c7-18 and Col 285 Sector PM-B b14-5!

Top targets at 19:00 26th January 3309:
HIP 20019 Invasion + 3 ports – 22%
Jeng Invasion + 1 ports – 4%
Col 285 Sector JW-M c7-18 Control (empty) – 2%
Col 285 Sector PM-B b14-5 Control (empty) – 2%
Elboongzi Invasion + 3 ports – 2%
HIP 23716 Invasion + 3 ports – 2%
 
Sounds like you might have to start including each system's distance from the maelstrom so people have a rough idea of the difficulty involved.
It's a weird one. He didn't specifically say if it was all system states or, assuming it is, that it equally applies to all system states. He appeared to be talking about Controlled systems more than anything else but I'd have to watch it again.

It doesn't seem to make a lot of difference that we have noticed in Invasion systems. Our current target HIP 20019 is 25.58ly from Indra and seems no easier or harder to clear than any other system we have worked on. It's been a steady pip an hour for most of the day and this evening gained 4 pips between 5:20PM and 7:50PM, 6 pips between 7:50PM and 10:50PM and 2 pips from then till midnight, which is nothing out of the ordinary in itself and at time of this post is now half done (25 pips) in the first 17 hours, assuming a start at 8AM which is when we began on it. Perhaps it makes less of a difference than it does in Controlled systems or something. If there are different levels of difficulty, or a gradual decrease in it over distance, it does not seem to be equally applied across all system states, with Alerts in particular being very hard to clear wherever they are.
 
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