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.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.
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 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.
Try this build AX CondaI 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.
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.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!
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.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!
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?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.
Unless I misunderstood the question I'm only just killing cyclopes because I'm rubbish at AX, not for a lack of defensive capability.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?
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.
- 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.
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.
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.
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.
I have yet to kill anything more powerful than a scout. I guess everything is relative since, to me, YOU ARE the expert.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 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.Just looking at your update 18:50, I defended Imeut, Liu Huang, Vogulu and Obamumbo in last 11 weeks - not again please.
I wish, but thanksI have yet to kill anything more powerful than a scout. I guess everything is relative since, to me, YOU ARE the expert.![]()
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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.
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.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.
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.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.