Thargoid invasion - Next target systems?

This is great but what about retaking Thargoid controlled systems?
As I understand there are no combat zones where you can repair/restock your ship during the battle cuz there are not working ports, megaships etc.
 
I think that you are all doing indescribably well, and that your pilots are due a lot of thanks! The efficacy of combined actions aside, I would be quite interested in discovering some approximate measure of combat versus evacuation, for I cannot help but suspect that our silly combat toys might be negligible against an army of Economy-class passengers.
On the contrary, AX combined with rescues is not only effective but fun. Especially in a wing with some people keeping the Goids off your back while you go in and collect people. I can't tie down the "combined activity bonus" as we think of it to an absolute number for progress but it has happened too many times to be a coincidence that we clear systems faster when we do it, beyond simply the addition of more people. The war machine is clearly designed for activities to be performed together whenever possible, and seems to actively encourage it and reward it with more progress.

There may be some "golden ratio" involved. For example, more rescues than anything else in Invasions, more deliveries than anything else in Alerts but still have a mix of activities at all times. AX is just AX and kills help everywhere.

I killed my first Cyclops last week at a ground port using two salvation plasmas and two ax multicannons. Went on to kill 3 more, almost dying each time, swapped to two salvation shard cannons and killed 6 more. Then a Basilisk hammered me and it was run or die. Think I'll leave it to the experts.
 
This is great but what about retaking Thargoid controlled systems?
As I understand there are no combat zones where you can repair/restock your ship during the battle cuz there are not working ports, megaships etc.

Actually we were starting to take them with eviction parties! This was prior to 14.02, though—that update first broke Control progress entirely, and this cycle it has been present but prohibitively slower to get a progress point. It is possible of course, for you can see Col 285 Sector TS-Z b14-0 and Hyades Sector OS-T c3-2, but the amount of Combat Bonds involved there this cycle would have completed those systems before the update.

I can offer a few notes though:
  • Since update 14.02 there are now Conflict Zones; I did some checking earlier and they seem to appear at those systems which are above ~20 Ly from a Maelstrom and on the side which faces Sol. In the case of M. Oya, these were within around 115 Ly to 130 Ly from Sol.
  • That said, it is true that you need a Fleet Carrier at a nearby system for restock. This adds obvious difficulty to clearing a Control system which is too far behind the front surface to reach with a single jump.
  • Even without Conflict Zones, one can still just drop anywhere and await Frame Shift Anomalies, and in a previously-populated system there are still the abandoned features you can use to help congregate. I helped to clear the Control state at HIP 38235 in week 8, where many of us used the faction installation Secret Wildwood Gardens to meet and fight, and fought we did until Thargoids actually stopped appearing!
  • In an empty Control system which also does not have those Conflict Zones since update 14.02, indeed there are no landmarks at all. You can drop and your Low Wake can be followed, but otherwise only Wing pilots will be able to join you via your Wing beacon. I think that starting a fight should generate a very obvious signal source!


I killed my first Cyclops last week at a ground port using two salvation plasmas and two ax multicannons. Went on to kill 3 more, almost dying each time, swapped to two salvation shard cannons and killed 6 more. Then a Basilisk hammered me and it was run or die. Think I'll leave it to the experts.

Congratulations! Definitely mixing the weapon types is quite useful, both for function and for balancing heat and distributor power. I am quite curious which starship you chose!
 
I can offer a few notes though:
  • Since update 14.02 there are now Conflict Zones; I did some checking earlier and they seem to appear at those systems which are above ~20 Ly from a Maelstrom and on the side which faces Sol. In the case of M. Oya, these were within around 115 Ly to 130 Ly from Sol.
  • That said, it is true that you need a Fleet Carrier at a nearby system for restock. This adds obvious difficulty to clearing a Control system which is too far behind the front surface to reach with a single jump.
  • Even without Conflict Zones, one can still just drop anywhere and await Frame Shift Anomalies, and in a previously-populated system there are still the abandoned features you can use to help congregate. I helped to clear the Control state at HIP 38235 in week 8, where many of us used the faction installation Secret Wildwood Gardens to meet and fight, and fought we did until Thargoids actually stopped appearing!
  • In an empty Control system which also does not have those Conflict Zones since update 14.02, indeed there are no landmarks at all. You can drop and your Low Wake can be followed, but otherwise only Wing pilots will be able to join you via your Wing beacon. I think that starting a fight should generate a very obvious signal source!
My concern is that I cannot do Hydra/Medusa w/o restocking and there's no way to restock in such systems in the middle of the fight.
 
Congratulations! Definitely mixing the weapon types is quite useful, both for function and for balancing heat and distributor power. I am quite curious which starship you chose!
Krait Mk II. Large turreted beam with long range and thermal vent, two salvation shards and 2 class 3 ax gimballed multicannons. tried the salvation plasmas and they seemed good for general damage but not so good on the hearts, shards were much better and trash both body and heart. Very much a newbie, still.
 
Krait Mk II. Large turreted beam with long range and thermal vent, two salvation shards and 2 class 3 ax gimballed multicannons. tried the salvation plasmas and they seemed good for general damage but not so good on the hearts, shards were much better and trash both body and heart. Very much a newbie, still.
Shards are LETHAL at close range. I switched to them after using gauss and they are really quite the upgrade. 2shards 2axmcs would be easier on the heat+distributor and kill scouts well, too - what do you use defensively if you're only just killing cyclops?
 
Shards are LETHAL at close range. I switched to them after using gauss and they are really quite the upgrade. 2shards 2axmcs would be easier on the heat+distributor and kill scouts well, too - what do you use defensively if you're only just killing cyclops?
Unless I misunderstood the question I'm only just killing cyclopes because I'm rubbish at AX, not for a lack of defensive capability.
 
  • Since update 14.02 there are now Conflict Zones; I did some checking earlier and they seem to appear at those systems which are above ~20 Ly from a Maelstrom and on the side which faces Sol. In the case of M. Oya, these were within around 115 Ly to 130 Ly from Sol.
The controlled systems with CZs in them are the Frontline systems Derin spoke about in Frameshift Live before 14.02 arrived. The implication being that attacking these is how to stop further expansion, as well as stopping reinvasion of nearby human systems.

If we can't clear them at all, or at a rate of more than one or two a week, it's pointless. They need sorting out now.
 
Victories in Hez Ur and Minawara, thankfully! Activity definitely eased a bit there and I had to leave Hez Ur with 94%, but ultimately that was enough.

After the maintenance window I will confirm which systems have some initial progress; excepting another occurrence as with Muncheim keeping its progress entirely, this should be Bi Dhorora (20–22%), HIP 6913 (12–14%), HIP 20577 (6–8%) and Liu Huang (2–4%). Notably the Alert at Paeni reached 42%, which the original announcement claimed would reset entirely rather than become 8–10%, but as the first such event since that change I consider it as remaining to be seen if that is indeed the case.


My concern is that I cannot do Hydra/Medusa w/o restocking and there's no way to restock in such systems in the middle of the fight.

Indeed, exactly this idea forms part of the reason why I think I will always keep one or two Plasmas around; its ammunition is so very plentiful. Long after all other ammunition, thrice-reloaded heat sinks, AFMU and limpets are expended, those Chargers still have another twenty rounds or so! I like very much having something abundant enough that I am happy to use it to expedite the Shield removal.


Krait Mk II. Large turreted beam with long range and thermal vent, two salvation shards and 2 class 3 ax gimballed multicannons. tried the salvation plasmas and they seemed good for general damage but not so good on the hearts, shards were much better and trash both body and heart. Very much a newbie, still.

Very much correct, though! What you deduce there are the effects of how the weapons differ in Breach Damage, one of those special properties which many overlook along with Breach Chance and Piercing. With hopefully not too much intricacy:
  • Shards are great generally with four-fifths Breach Damage, jitter and heat permitting, and their 90 Piercing is just about enough not to become hopeless versus a Hydra.
  • EAX Multi-cannons destroy scanned Cyclops petals very quickly with five-sixths Breach Damage and are competent against Basilisk petals, though with only 17 Piercing they are all but useless beyond that.
  • Plasmas deal a huge damage strike with 110 Piercing, but unlike the other weapons their Breach Damage is a mere quarter of their normal damage, which has to be one of the worst ratios of all weapons available* and is why they are slower for destroying petals.
* Even the lowly Cytoscrambler technically has Breach Damage, albeit with a literal zero Breach Chance.


The controlled systems with CZs in them are the Frontline systems Derin spoke about in Frameshift Live before 14.02 arrived. The implication being that attacking these is how to stop further expansion, as well as stopping reinvasion of nearby human systems.

If we can't clear them at all, or at a rate of more than one or two a week, it's pointless. They need sorting out now.

If Control systems return to yielding decent progress for the time invested, I will do that exclusively!
 

Week 12, 16th February 3309​

Report
Alert repelled in Juipedun.
Ahol, Bi Dhorora, Gliese 9035, HIP 116360, HIP 20890, HIP 26274, HIP 6913, Imeut, Jaoi, Paeni defended from Invasion.

Targets updated at 06:40 23rd February 3309
Vogulu Invasion 92% — Hadad 21 Ly, 5 ports, 471 Ls outpost + 35k Ls planet attack
Yan Zangata Invasion 46% — Hadad 22 Ly, 2 ports, 98 Ls outpost attack
Vistnero Invasion 38% — Raijin 21 Ly, 4 ports, 147 Ls planet attack
29 e Orionis Invasion 36% — Taranis 22 Ly, 0 ports, 9960 Ls planet damage
Neites Alert 28% — Hadad 26 Ly, 2004 Ls starport, 2055 Ls outpost, 2002 Ls planet
HIP 20485 Invasion 26% — Indra 21 Ly, 5 ports, 97 Ls outpost attack, 678 Ls outpost + 27 Ls planet damage
Liu Huang Invasion 26% — Oya 18 Ly, 0 ports, 12 Ls starport damage
HIP 8525 Invasion 24% — Oya 18 Ly, 1 port, 68 Ls starport attack, 120 Ls planet + 120 Ls outpost damage
Muchihiks Invasion 22% — Oya 20 Ly, 5 ports, 1228 Ls planet + 2946 Ls planet attack
HIP 7338 Invasion 20% — Oya 19 Ly, 4 ports, 986 Ls planet attack
Khondo Po Invasion 20% — Oya 24 Ly, 3 ports, 37 Ls outpost attack, 108 Ls planet damage
HIP 9764 Invasion 18% — Leigong 24 Ly, 1 port, 945 Ls outpost attack, 1352 Ls outpost damage
Obamumbo Invasion 18% — Indra 19 Ly, 1 port, 10 Ls starport attack, 10 Ls planet + 32 Ls outpost damage
HIP 30158 Invasion 16% — Hadad 21 Ly, 4 ports, 6333 Ls planet + 6285 Ls planet attack, 508 Ls outpost damage
Patollu Invasion 16% — Leigong 22 Ly, 3 ports, 992 Ls outpost attack
HIP 20056 Invasion 14% — Indra 24 Ly, 1 port, 2487 Ls outpost attack, 2488 Ls outpost damage
HIP 20527 Invasion 14% — Indra 23 Ly, 5 ports, 4805 Ls planet + 595 Ls outpost attack
HIP 20577 Invasion 14% — Indra 18 Ly, 1 port, 123 Ls outpost attack, 169 Ls planet damage
Holvandalla Invasion 14% — Raijin 21 Ly, 5 ports, 19 Ls outpost attack
97 i Tauri Invasion 12% — Indra 21 Ly, 1 port, 1485 Ls starport attack, 1485 Ls planet damage
Lovaroju Alert 12% — Taranis 27 Ly, 273 Ls starport, 51 Ls outpost, 90 Ls planet
Lunguni Alert 12% — Leigong 23 Ly, 15 Ls starport, 18 Ls outpost, 15 Ls planet
Col 285 Sector TS-Z b14-0 Control 10% — Hadad 24 Ly, empty
Wogaiawong Invasion 10% — Cocijo 32 Ly, 1 port, 85 Ls outpost attack, 106 Ls outpost damage
HIP 2422 Alert 8% — Oya 24 Ly, 192 Ls starport
Marindhs Invasion 8% — Raijin 16 Ly, 1 port, 1240 Ls starport attack
Nihal Invasion 8% — Taranis 21 Ly, 1 port, 868 Ls outpost attack, 2475 Ls outpost damage
Trianguli Sector KR-W b1-5 Control 6% — Taranis 27 Ly, empty
Balak Invasion 4% — Raijin 23 Ly, 1 port, 9 Ls outpost attack, 93k Ls outpost damage
Desurinbin Invasion 4% — Cocijo 25 Ly, 1 port, 457k Ls starport attack, 457k Ls outpost + 457k Ls outpost damage
HIP 19198 Invasion 4% — Thor 17 Ly, 1 port, 1454 Ls starport attack, 1004 Ls planet damage
HIP 25679 Invasion 4% — Taranis 17 Ly, 1 port, 76 Ls outpost attack, 108 Ls outpost damage
Kaurukat Invasion 4% — Raijin 17 Ly, 3 ports, 23 Ls outpost + 283k Ls planet attack, 37 Ls outpost + 283k Ls planet damage
Kurumanit Invasion 4% — Cocijo 20 Ly, 1 port, 26 Ls outpost attack, 38 Ls outpost damage
Chanyaya Invasion 2% — Thor 16 Ly, 4 ports, 425 Ls outpost attack
HIP 20616 Invasion 2% — Indra 22 Ly, 4 ports, 176k Ls planet attack
HIP 22524 Invasion 2% — Indra 20 Ly, 2 ports, 3429 Ls planet attack
Lahua Invasion 2% — Oya 19 Ly, 3 ports, 10 Ls outpost attack
Namayu Alert 2% — Taranis 27 Ly, 374 Ls outpost, 255 Ls planet
Theemim Invasion 2% — Thor 30 Ly, 4 ports, 2726 Ls planet attack
Wanmi Invasion 2% — Raijin 26 Ly, 0 ports, 951 Ls outpost damage

Week 11, 9th February 3309​

Report
Muncheim, HR 1403, Elboongzi, Awara, Muruidooges, Nu Guang, H Puppis, Cao Tzu, Hyades Sector AV-O b6-5, Orong, Hez Ur, Minawara defended from Invasion.
Alert repelled in HIP 21991.
 
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Having to take a break from this now (sorry @Aleks Zuno , brilliant work BTW).
Over last 11 weeks I have done Muruidooges, HIP 20577, HIP 20527, Orong, et al.
So it seems (is) a bit repetitive - save systems from Invasion, get 4 weeks Thargoid Free recovery (yippee!), then same systems goes into Alert for 1 week, then Invasion 4 weeks AGAIN and AGAIN and AGAIN!.


After 11 weeks of "shoot the bug(ger)s, rinse/repeat", I am thinking now of something different than this.
Logged on Wednesday and just stared at screen!!!! :ROFLMAO:

So docking with the old FC and thinking of going to fill it with Tritium and going out to Colonia Bridge 3 or 4 stations out and exploring/mining plat. whilst awaiting the Great Human Exodus to Colonia via this bridge (this is it's sole purpose, isn't it?).

Hopefully Tritium will be in short supply so will sell at 500,000CR/T to the masses heading out.
Even if its not in short supply, can always sell anywhere at 50,000.

Anyways, this is all RP, expect Super-WOMD in 4-8 weeks (after a couple of filler CG's), otherwise no point!!
 
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I killed my first Cyclops last week at a ground port using two salvation plasmas and two ax multicannons. Went on to kill 3 more, almost dying each time, swapped to two salvation shard cannons and killed 6 more. Then a Basilisk hammered me and it was run or die. Think I'll leave it to the experts.
I have yet to kill anything more powerful than a scout. I guess everything is relative since, to me, YOU ARE the expert. (y) :giggle:
 
Just looking at your update 18:50, I defended Imeut, Liu Huang, Vogulu and Obamumbo in last 11 weeks - not again please.
I agree with you cmdr Spaceman-FXL5, I feel the same, although I will continue to fight (but not forever) - but your feelings about this war you should write in this thread https://forums.frontier.co.uk/threads/the-thargoid-war-thoughts-and-feelings.614363/ where Bruce G ask about our thoughts and feelings about this war.
I was disappointed today when they sent a message "no CG this week", because I expected something about Aegis - new research, new technologies for the war, anything, and when we see FDev want to stretch to the limit this, always the same gameplay, then we will really lose the war because of boredom. I still enjoy the battles, not because of game mechanics, but thanks to the other cmdrs - it's a pleasure to fight together, to build the teams and friendships.
I should also write my feelings in another thread.
 
A decent cycle start thus far; we had around the same amount of Invasion progress carry over (48%) as before (56%) despite no system behaving the way Muncheim did, and thus far we have the same general activity level which gave 13 systems last cycle. Enough familiar names have arrived that the cycle can be declared to have taken shape by now, we have some newcomers with Alert activity at Juipedun and Lovaroju, and Yan Zangata joins the fight!

I have Hydras falling to the ground above Rolland in Bi Dhorora, although the fastest-rising for progress surely are HIP 6913 and Paeni. Reading down the list a bit, Liu Huang looks ripe for running escape pods, so I am thinking to help balance the actions with some combat assistance later despite the lack of ports.

Top targets at 02:30 17th February 3309:
Bi Dhorora Invasion 34% — Hadad 18 Ly, 2 ports, 2780 Ls planet attack, 1857 Ls planet damage
HIP 6913 Invasion 26% — Oya 20 Ly, 3 ports, 350 Ls outpost attack, 2255 Ls planet damage
Paeni Invasion 20% — Taranis 27 Ly, 6 ports, 571 Ls outpost + 23k Ls planet attack
Ahol Invasion 16% — Hadad 21 Ly, 4 ports, 395 Ls planet attack
Imeut Invasion 16% — Taranis 19 Ly, 1 port, 9 Ls outpost attack, 12 Ls outpost damage
Gliese 9035 Invasion 14% — Oya 20 Ly, 3 ports, 933 Ls planet + 933 Ls planet attack, 556 Ls planet + 556 Ls planet damage
HIP 20577 Invasion 10% — Indra 18 Ly, 1 port, 123 Ls outpost attack, 169 Ls planet damage
Liu Huang Invasion 6% — Oya 18 Ly, 0 ports, 12 Ls starport damage


Having to take a break from this now (sorry @Aleks Zuno , brilliant work BTW).
Just looking at your update 18:50, I defended Imeut, Liu Huang, Vogulu and Obamumbo in last 11 weeks - not again please.

Thank you most kindly, there is indeed an element of holding the line at all-too-familiar systems, and please do get some rest! You have done much and have nothing for which to apologise, least of all to me!
 
EAX Multi-cannons destroy scanned Cyclops petals very quickly with five-sixths Breach Damage and are competent against Basilisk petals, though with only 17 Piercing they are all but useless beyond that.

Large AX MC have 33 piercing and the gimbaled ones have almost the same damage as the fixed ones.
 
EAX Multi-cannons destroy scanned Cyclops petals very quickly with five-sixths Breach Damage and are competent against Basilisk petals, though with only 17 Piercing they are all but useless beyond that.
I think in open where other CMDRs can exert the bigger goids and you don't always have the goid facing/aggrod on you the AXMCs are actually faster at killing hearts than fixed weapons because you don't need to get as close and line up the shots - yeah it's chip damage compared to the guardian weapons, but it's consistent and constant. I've only tried builds with 3-4 large EAX MCs though, the smaller ones seem very much worse.
 
I think in open where other CMDRs can exert the bigger goids and you don't always have the goid facing/aggrod on you the AXMCs are actually faster at killing hearts than fixed weapons because you don't need to get as close and line up the shots - yeah it's chip damage compared to the guardian weapons, but it's consistent and constant. I've only tried builds with 3-4 large EAX MCs though, the smaller ones seem very much worse.
The two Class 3 Gimballed AX Multicannons I used took the heart down in seconds, but I don't know if that's just on Cyclops or others as well.
 
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