Thargoid Maelstrom Observations

Has anyone tried anything with those corrupted Guardian relics and the Malestroms? Since those were created around the same time as these things were called into the Bubble by the Thargoids effected by Salvation?
The most promising idea I saw was psykit who found an Orthrus, stole the Thargoid probe it was going to scoop, and dropped a grelic in its place. I loved the idea. Being part Thargoid in origin it was plausible the Orthrus might be confused and take it, and being part Guardian it was equally plausible that it might be detrimental to the Thargoids (perhaps it would get taken back to the Thargoid mothership where it would get assimilated and cause havoc in a classic sci-fi trope). Alas it did nothing, very disappointing.
 
The most promising idea I saw was psykit who found an Orthrus, stole the Thargoid probe it was going to scoop, and dropped a grelic in its place. I loved the idea. Being part Thargoid in origin it was plausible the Orthrus might be confused and take it, and being part Guardian it was equally plausible that it might be detrimental to the Thargoids (perhaps it would get taken back to the Thargoid mothership where it would get assimilated and cause havoc in a classic sci-fi trope). Alas it did nothing, very disappointing.
Nice idea! Pity it didn't do anything.
 
Do human mines affect the Thargoid mines within the cloud?
Do Thargoid mines react to the presence of AX multicannons on cold ships?
 
Here are a few pics of my last visit. I was using LR Thermal Vent beams to pop mines and scoop up contents. Tough to dodge the clouds. There are lots of interceptors about.
When a mine pops, they will knock you about and give you caustic damage. Tough to estimate the boundaries of the cloud they produce. I'm using a cold Dolphin no guardian components.
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Do human mines affect the Thargoid mines within the cloud?
Do Thargoid mines react to the presence of AX multicannons on cold ships?
I saw that you tested this, thank you, from my end, and my fellow researchers, it was long suspected that human mines would act like normal weapons. Meaning, if arced correctly, they would go toward the caustic generator, but not far enough from the ship to be effective.

Further, the caustic generators don't seem to care about what weapons we, they seem to react to distance > heat.
 
Hey all, I love the investigations going on

To this effect, I give you my Strom Breaker entry-level ship designed to cut through the thargoid maelstrom and gather you materials, data, and discoveries. This build allows for sustained caustic exposure leading to longer time and research into the maelstrom.

Source: https://youtu.be/qdJXCa_n9k0


[TLDR]

As reported by Coriolis, the Strom Breaker’s strength lies within its ability to resist caustic damage. The Storm Breaker is reinforced with guardian hull reinforcements that provide a caustic resistance of 26.5% and 4,218 of caustic hit points. The hull is supported by a 5 A repair limpet that can repair the ship’s hull at a rate of 3.1 hit points per second. With the armor and repair combined, the Strom Breakers can negate the first two stacks of caustic damage and grant extended time at higher levels of caustic damage. Additionally, The Strom Breaker can also move fast and collect all of the goodies within the maelstrom. In this video, you will see the Strom Breaker boost to 642 m/s and use collector limpets to gather massive energy surge analytics and Caustic mechanisms, shards, and rare crystals. Special thanks to the testing commanders, Zengineer__, Rodnaris, Foquai, and all others who tested the early versions.
 
Hey all, I love the investigations going on

To this effect, I give you my Strom Breaker entry-level ship designed to cut through the thargoid maelstrom and gather you materials, data, and discoveries. This build allows for sustained caustic exposure leading to longer time and research into the maelstrom.

Source: https://youtu.be/qdJXCa_n9k0


[TLDR]

As reported by Coriolis, the Strom Breaker’s strength lies within its ability to resist caustic damage. The Storm Breaker is reinforced with guardian hull reinforcements that provide a caustic resistance of 26.5% and 4,218 of caustic hit points. The hull is supported by a 5 A repair limpet that can repair the ship’s hull at a rate of 3.1 hit points per second. With the armor and repair combined, the Strom Breakers can negate the first two stacks of caustic damage and grant extended time at higher levels of caustic damage. Additionally, The Strom Breaker can also move fast and collect all of the goodies within the maelstrom. In this video, you will see the Strom Breaker boost to 642 m/s and use collector limpets to gather massive energy surge analytics and Caustic mechanisms, shards, and rare crystals. Special thanks to the testing commanders, Zengineer__, Rodnaris, Foquai, and all others who tested the early versions.
Don't the guardian hull reinforcements degrade in the system without exposure to the caustic clouds form the mines? I was using the basic hull reinforcements g5 engineered with deep plating and they do not suffer degradation in system / in storm unless I swam through a caustic burst from the mines.
 
Hi, I was intreegued no one posted about Green Relics and other Thargoid Experiments on the Maelstrom.
I mainly wanted to focus on what is the Maelstrom wave and how to get past it.

So now that has been some weeks without progress, I decided to test myself.

This was my last experiment:

-Simulate a Thargoid Ship
-Test the Green Relics in the Maelstrom

I built a Dolphin-Thargoid
Not a single guardian module, runs cold as ice, and carried every possible thargoid Item.



1671110495936.png


1671110557077.png

1671110576176.png


1671110590853.png



I tested bringind many different items in many ships, not all, but the most probable.
  • All thargoid Itens, most all guardian items
  • Around 27 ships excluding a few small and most Medium and Large unlockables
-Most possible guardian and human unlock modules, and regular ones

Here were most of observed facts:

-The Center of the Maelstrom seems to always face the player the same way, with the same gas patterns directed towards the player jump-point in the instance.
-The System Caustic effect does not affect the Guardian Hull, and affects the Guardian Power Distributor less than other parts.
-The External Maelstrom area is affected by propelling forces seemly random and outwards. But a ship boosted to it's center and with trusters off will eventually reach the center.
-It seems very hard to instance with another player in the Maelstrom if you are not in a Team.
-Night Vision silhouette is reduced to 3km~ instead of the usual 30km
-The Wave/ Roar seems to activate only by a distance trigger.

-The Roar range is independent of Ship size or temperature.
-The Roar happens independent of Flight pattern, Ship, Modules outfited, Item's carried (so far)
-The Maelstrom's Roar/Wave is similar to the Thargoid Shutdown Field, Field Neutralizer stops HUD from turning off, but there is a ''propelling element'' to the Wave
-The Roar is similar to the Thargoid Structure Green Relic craft pulses after activations. Multiple activations will cause the pulses to become stronger, to the point it 360 spins your SRV when outside.
-After the Roar , specific modules will be Reactivated, independent if they were active before.
-The Maelstrom Area does not react to dropped Items, Items dropped (even thargoid) will lose durabillity faster. (Could not identify if they are affected by the propelling force, or consequence of my ship being affected.)

My personal conclusions:

-Guardian Hull Resistance is related to Meta-Alloy Hull
-The Maelstrom is a single player focused instance
-The Roar solution will be a Narrative unlock

Why? Because it is a game design choice.
Not only It would be very complicated to deal with players figuring this big secret out in the first weeks of Narrative Cycle.
Players need to have triggers that will lead to discovery of an intended progressive event.
It is very unlikely they would force an specific set of puzzling actions from every player wanting to engage in the next part of this gameplay, after you get past the Roar.
Players in Open would be jumping in clusters to the Maelstrom when they figure out the solution. Leading to a poluted experience.
Players in Solo would also be left out of this experience if it is community oriented. They need to be able to ''solo'' it.

Guardian Hulls work like that either for lore reasons or for programming reasons, either way it's a ''hint'' to initiate the progression of discovery.
The Maelstrom works like that to indicate progressive steps / challanges to discovery.
They wont make a single hero for this game, it's an experience everybody has to be able to experiment. And creating mistery and hints while slowly advancing the narrative is the best way to fairly engage everyone. Those that are in a rush to see the next thing and keep experimenting to figure out what is next, to those that are late because they have other priorities and obligations, to those in groups, to those in solo.

Locking it bihind the narrative is a fair and logical conclusion for developers.

No one group or individual can just simply ''rush the boss'' and end the war.
No one will be excluded from seeing it through.

In my last experiment I went all over guadian and thargoid sites, and I think we will invent a new module soon to solve this mistery.

Lore Related Conclusions:


There are a bunch of technological advancements being made during this war, and a lot of new materials to study while old ones become more acessible.
Due to the similarities I belive a Mother Ship just like the Thargoid Structure is in its center, with 30km diamiter and vey menacing. But this whole system is a layered defensive mechanism. The System itself counters their most know enemy, the guardians. The area of the maelstrom is full of sentient and efficient mines and scouts/support units. There is a ''cloaking field'' and a repelling system in the same place. Whatever is inside is ''vunerable''. There are too many defenses leading towards it. Even if it's a highly dangerous combat after the fog, it is scared to be reached.

We have the Neutralizer Field that counters the Shutdown effect but not the ''push'' of the Roar. A new module will be developed to resist this part.
Thargoid Hybrid Thruster or something similar, so we can venture further into the Storm.
As we finally uncover what lies ahead, the whole dynamic of the war will change.

The external part of the Maelstrom will be left for fighters, gatheres and scientists.
And the internal part will be a personal / group journey.

Whatever form it takes.
 
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Locking it bihind the narrative is a fair and logical conclusion for developers.

No one group or individual can just simply ''rush the boss'' and end the war.
No one will be excluded from seeing it through.
Very much appreciate all the science you have done. (y) 🤘
 
Hi, I was intreegued no one posted about Green Relics and other Thargoid Experiments on the Maelstrom.
I mainly wanted to focus on what is the Maelstrom wave and how to get past it.

So now that has been some weeks without progress, I decided to test myself.

This was my last experiment:

-Simulate a Thargoid Ship
-Test the Green Relics in the Maelstrom

I built a Dolphin-Thargoid
Not a single guardian module, runs cold as ice, and carried every possible thargoid Item.



View attachment 337862

View attachment 337863
View attachment 337864

View attachment 337865


I tested bringind many different items in many ships, not all, but the most probable.
  • All thargoid Itens, most all guardian items
  • Around 27 ships excluding a few small and most Medium and Large unlockables
-Most possible guardian and human unlock modules, and regular ones

Here were most of observed facts:

-The Center of the Maelstrom seems to always face the player the same way, with the same gas patterns directed towards the player jump-point in the instance.
-The System Caustic effect does not affect the Guardian Hull, and affects the Guardian Power Distributor less than other parts.
-The External Maelstrom area is affected by propelling forces seemly random and outwards. But a ship boosted to it's center and with trusters off will eventually reach the center.
-It seems very hard to instance with another player in the Maelstrom if you are not in a Team.
-The Wave/ Roar seems to activate only by a distance trigger.

-The Roar range is independent of Ship size or temperature.
-The Roar happens independent of Flight pattern, Ship, Modules outfited, Item's carried (so far)
-The Maelstrom's Roar/Wave is similar to the Thargoid Shutdown Field, Field Neutralizer stops HUD from turning off, but there is a ''propelling element'' to the Wave
-The Roar is similar to the Thargoid Structure Green Relic craft pulses after activations. Multiple activations will cause the pulses to become stronger, to the point it 360 spins your SRV when outside.
-After the Roar , specific modules will be Reactivated, independent if they were active before.
-The Maelstrom Area does not react to dropped Items, Items dropped (even thargoid) will lose durabillity faster. (Could not identify if they are affected by the propelling force, or consequence of my ship being affected.)

My personal conclusions:

-Guardian Hull Resistance is related to Meta-Alloy Hull
-The Maelstrom is a single player focused instance
-The Roar solution will be a Narrative unlock

Why? Because it is a game design choice.
Not only It would be very complicated to deal with players figuring this big secret out in the first weeks of Narrative Cycle.
Players need to have triggers that will lead to discovery of an intended progressive event.
It is very unlikely they would force an specific set of puzzling actions from every player wanting to engage in the next part of this gameplay, after you get past the Roar.
Players in Open would be jumping in clusters to the Maelstrom when they figure out the solution. Leading to a poluted experience.
Players in Solo would also be left out of this experience if it is community oriented. They need to be able to ''solo'' it.

Guardian Hulls work like that either for lore reasons or for programming reasons, either way it's a ''hint'' to initiate the progression of discovery.
The Maelstrom works like that to indicate progressive steps / challanges to discovery.
They wont make a single hero for this game, it's an experience everybody has to be able to experiment. And creating mistery and hints while slowly advancing the narrative is the best way to fairly engage everyone. Those that are in a rush to see the next thing and keep experimenting to figure out what is next, to those that are late because they have other priorities and obligations, to those in groups, to those in solo.

Locking it bihind the narrative is a fair and logical conclusion for developers.

No one group or individual can just simply ''rush the boss'' and end the war.
No one will be excluded from seeing it through.

In my last experiment I went all over guadian and thargoid sites, and I think we will invent a new module soon to solve this mistery.

Lore Related Conclusions:


There are a bunch of technological advancements being made during this war, and a lot of new materials to study while old ones become more acessible.
Due to the similarities I belive a Mother Ship just like the Thargoid Structure is in its center, with 30km diamiter and vey menacing. But this whole system is a layered defensive mechanism. The System itself counters their most know enemy, the guardians. The area of the maelstrom is full of sentient and efficient mines and scouts/support units. There is a ''cloaking field'' and a repelling system in the same place. Whatever is inside is ''vunerable''. There are too many defenses leading towards it. Even if it's a highly dangerous combat after the fog, it is scared to be reached.

We have the Neutralizer Field that counters the Shutdown effect but not the ''push'' of the Roar. A new module will be developed to resist this part.
Thargoid Hybrid Thruster or something similar, so we can venture further into the Storm.
As we finally uncover what lies ahead, the whole dynamic of the war will change.

The external part of the Maelstrom will be left for fighters, gatheres and scientists.
And the internal part will be a personal / group journey.

Whatever form it takes.
UPDATE:

Confirmed that the Guardian Hull Reinforcements do NOT take continuous damage in the Maelstrom system, but Guardian Module Reinforcements DO take continuous damage in the Maelstrom system. Use conventional module reinforcements.

Also confirmed that scouts avoid mines and are unaffected by ion disruption special effect.
 
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Glad to see your science on the Guardian Hull Reinforcements. Going to swap those in on my next run. Does the same hold true for the Guardian module reinforcements? Curious if you made any observations on the duration of the mine gas cloud duration before dissipation.

Thanks, appreciated.

But CMDR Tiron made the Guardian Modules damage discovery. He even posted videos about it.
The Guardian Module Reinforcement does not resist the corrosion.
What led me to switch to Meta-Alloy hulls is that Guardian Modules use power, that makes your ship run hotter

Also the Caustic Clouds ''farted'' by the Mines last visibly around 4-6 seconds, but the effect still lingers a few seconds when it's mostly invisible.
You can go pretty far inside without triggering the caustic damage. But once you reach around ''60-70'' km from the center, the same increased caustic damage as an Interceptor death is applyed to the ship.

If you manage to clear it out while being hit by the roar, the only caustic effect left will be the ones from the mines.
It is fairly impossible to be launched back without hitting invisible clouds at that point.

If I were to try anything, is getting some friends and clearing the maximun amount of clouds as possible.
-Park a fully fitted support and repair ship outside the caustic farts
-Slowly Create a hole in the defense
-See if anything happens and if being pushed back is now ''caustic free''

There are probably things I missed, so go there people, throw more things at it.
Who knows =]

Fly safe people
 
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I did something that looks like a bug...
If enter the Maelstrom with Super Cruise Assist, you go into the instance at a ludacris speed. It's not like normal Super Cruise Jumping to a station.
I tried to replicate it again, and just like that, every time you get into the instance with supercruise the speed gradually slows instead of going from 30mm to 0.
Then I atempted to surf it all the way to the middle, but since I was very damaged, I blew up.

I think that part might be intentional, but when I died I went all the way back to a station I was yesterday... And the map shows it as a single jump trip.
I'll try that again

=]
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If the caustic generators do indeed create the caustic cloud, would destroyiing ALL of them at once, in a concentrated group effort, dissolve the caustic cloud and allow us to reach the being at the core of the cloud?
 
Don't the guardian hull reinforcements degrade in the system without exposure to the caustic clouds form the mines? I was using the basic hull reinforcements g5 engineered with deep plating and they do not suffer degradation in system / in storm unless I swam through a caustic burst from the mines.
I've answered these questions in these videos, please look at them, what you're saying has been proven wrong.
(not trying to be mean, just trying to avoid repeating myself)

1. Thargoid maelstrom Impacts on Guardian Weapons

2. Storm Breaker Built to Navigate the Thargoid Maelstrom
 
Hi, I was intreegued no one posted about Green Relics and other Thargoid Experiments on the Maelstrom.
I mainly wanted to focus on what is the Maelstrom wave and how to get past it.

So now that has been some weeks without progress, I decided to test myself.

This was my last experiment:

-Simulate a Thargoid Ship
-Test the Green Relics in the Maelstrom

I built a Dolphin-Thargoid
Not a single guardian module, runs cold as ice, and carried every possible thargoid Item.



View attachment 337862

View attachment 337863
View attachment 337864

View attachment 337865


I tested bringind many different items in many ships, not all, but the most probable.
  • All thargoid Itens, most all guardian items
  • Around 27 ships excluding a few small and most Medium and Large unlockables
-Most possible guardian and human unlock modules, and regular ones

Here were most of observed facts:

-The Center of the Maelstrom seems to always face the player the same way, with the same gas patterns directed towards the player jump-point in the instance.
-The System Caustic effect does not affect the Guardian Hull, and affects the Guardian Power Distributor less than other parts.
-The External Maelstrom area is affected by propelling forces seemly random and outwards. But a ship boosted to it's center and with trusters off will eventually reach the center.
-It seems very hard to instance with another player in the Maelstrom if you are not in a Team.
-The Wave/ Roar seems to activate only by a distance trigger.

-The Roar range is independent of Ship size or temperature.
-The Roar happens independent of Flight pattern, Ship, Modules outfited, Item's carried (so far)
-The Maelstrom's Roar/Wave is similar to the Thargoid Shutdown Field, Field Neutralizer stops HUD from turning off, but there is a ''propelling element'' to the Wave
-The Roar is similar to the Thargoid Structure Green Relic craft pulses after activations. Multiple activations will cause the pulses to become stronger, to the point it 360 spins your SRV when outside.
-After the Roar , specific modules will be Reactivated, independent if they were active before.
-The Maelstrom Area does not react to dropped Items, Items dropped (even thargoid) will lose durabillity faster. (Could not identify if they are affected by the propelling force, or consequence of my ship being affected.)

My personal conclusions:

-Guardian Hull Resistance is related to Meta-Alloy Hull
-The Maelstrom is a single player focused instance
-The Roar solution will be a Narrative unlock

Why? Because it is a game design choice.
Not only It would be very complicated to deal with players figuring this big secret out in the first weeks of Narrative Cycle.
Players need to have triggers that will lead to discovery of an intended progressive event.
It is very unlikely they would force an specific set of puzzling actions from every player wanting to engage in the next part of this gameplay, after you get past the Roar.
Players in Open would be jumping in clusters to the Maelstrom when they figure out the solution. Leading to a poluted experience.
Players in Solo would also be left out of this experience if it is community oriented. They need to be able to ''solo'' it.

Guardian Hulls work like that either for lore reasons or for programming reasons, either way it's a ''hint'' to initiate the progression of discovery.
The Maelstrom works like that to indicate progressive steps / challanges to discovery.
They wont make a single hero for this game, it's an experience everybody has to be able to experiment. And creating mistery and hints while slowly advancing the narrative is the best way to fairly engage everyone. Those that are in a rush to see the next thing and keep experimenting to figure out what is next, to those that are late because they have other priorities and obligations, to those in groups, to those in solo.

Locking it bihind the narrative is a fair and logical conclusion for developers.

No one group or individual can just simply ''rush the boss'' and end the war.
No one will be excluded from seeing it through.

In my last experiment I went all over guadian and thargoid sites, and I think we will invent a new module soon to solve this mistery.

Lore Related Conclusions:


There are a bunch of technological advancements being made during this war, and a lot of new materials to study while old ones become more acessible.
Due to the similarities I belive a Mother Ship just like the Thargoid Structure is in its center, with 30km diamiter and vey menacing. But this whole system is a layered defensive mechanism. The System itself counters their most know enemy, the guardians. The area of the maelstrom is full of sentient and efficient mines and scouts/support units. There is a ''cloaking field'' and a repelling system in the same place. Whatever is inside is ''vunerable''. There are too many defenses leading towards it. Even if it's a highly dangerous combat after the fog, it is scared to be reached.

We have the Neutralizer Field that counters the Shutdown effect but not the ''push'' of the Roar. A new module will be developed to resist this part.
Thargoid Hybrid Thruster or something similar, so we can venture further into the Storm.
As we finally uncover what lies ahead, the whole dynamic of the war will change.

The external part of the Maelstrom will be left for fighters, gatheres and scientists.
And the internal part will be a personal / group journey.

Whatever form it takes.
Very Well done, as the maelstrom grants us new tissue samples, have you thought about testing them?
 
Very Well done, as the maelstrom grants us new tissue samples, have you thought about testing them?

Not yet, I've stopped the tests to farm for an FC. It's been long overdue and every test is taking too long since I have to farm the materials for every run.
Will get back to It next week once I got it. Right now some tests are out off my limitations.

That is a good Idea, you could check how the new Interceptors react to the new materials, figure out what they are really doing.
 
Hey all, I love the investigations going on

To this effect, I give you my Strom Breaker entry-level ship designed to cut through the thargoid maelstrom and gather you materials, data, and discoveries. This build allows for sustained caustic exposure leading to longer time and research into the maelstrom.

Source: https://youtu.be/qdJXCa_n9k0


[TLDR]

As reported by Coriolis, the Strom Breaker’s strength lies within its ability to resist caustic damage. The Storm Breaker is reinforced with guardian hull reinforcements that provide a caustic resistance of 26.5% and 4,218 of caustic hit points. The hull is supported by a 5 A repair limpet that can repair the ship’s hull at a rate of 3.1 hit points per second. With the armor and repair combined, the Strom Breakers can negate the first two stacks of caustic damage and grant extended time at higher levels of caustic damage. Additionally, The Strom Breaker can also move fast and collect all of the goodies within the maelstrom. In this video, you will see the Strom Breaker boost to 642 m/s and use collector limpets to gather massive energy surge analytics and Caustic mechanisms, shards, and rare crystals. Special thanks to the testing commanders, Zengineer__, Rodnaris, Foquai, and all others who tested the early versions.
Riders on the Storm
Source: https://www.youtube.com/watch?v=lJZTgynPGT8
 
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