Thargoid Scout Hunting Questions

Got my Krait almost engineered up and running (using a number of Guardian mods like the Power plant, Power Dist, Hull and Module reinforcements, etc). Only using the AX Multi's 2 Large, 2 Small and one Large Beam (Overcharged).

I'm only planning on hitting Scouts (USS 4 or less if they exist). So no other types, at least not for now. Mainly just doing it to get the EDSM badges and then get some combat exp from it. Also to just try it out.

With that, should I bother to get the decontamination limpets at all? I'd rather not have to get them and then get a cargo bay if I don't really need it for low end scout hunting. I'd rather just use those slots for Guardian Shield Reinforcements or hull or modual reinforcements instead.

Second, Is there anything worthwhile that Scouts drop as loot that I'd need a cargo rack for? Not really caring if it's just monetary loot for credits, but is there any thing that would be worth while that I'd need a cargo rack for?

Thanks
 
I think with just the two lg and two sm multis you will have a long battle. Guass hits and shard showers cut the battle time down 50%.
They spawn in a 4 or 6 pack (sometimes less) in a threat 4.

Long battles mean either you will need to run from missiles, or burn the corrosion off. When you see the missile warning (you can do severl battles and never see one missile) just out run it if possible.
More likely you will get corrosively tagged from flying too close to the death cloud.

-- cargo . No, they only drop 3 types of MATS. No cargo.

Have fun!
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Spike.K
 
I would definitely use decon limpets. You can afford to lose a bit of armour with scouts, especially if you’re sticking to threat 3 or 4 NHSS. Scouts won’t do excessive module damage really.
 
You WILL get hit by the caustic effect. Whether it's from being too close to a scout when it blows up, or from a point blank range barrarge of missiles, you will get caustic'd. If you have gauss cannons then firing them constantly is enough to burn the effect off. You don't have gauss cannons and so will need to temporarily withdraw and pop a limpet.
 
Add a 3rd AX Large multi, an AX fighter bay, an at least competent SLF pilot, decon limpets and go to NHSS 5s too. NHSS 5 in imperial of fed space usually have imp or feds navy ships to help you. Enjoy the fun and help save mankind!
 
Decontamination limpets are highly useful. Sure, you can overheat your ship with Silent Running and weapons fire to burn the corrosive material off, but you'll lose the shields in the process.
 
Ok thanks. I'll take off some of my Guardian Hull and something else and get a Decontamination limpet and a cargo bay. Don't want to use the fighter bays as I hate hiring crew.

I just had read awhile back that beams were effective against the scouts. I originally had 3x Large AX Multi's and 1 Guardian Gauss, but figured since I couldn't have any more experimental (other than the flack which I didn't want a 3rd type of weapon to put on another firing group), I thought the 4x AX Multi's and beam would be a good thing.

I'll just go back to the 3x Large AX Multi and the 1 Guardian Gauss and just leave the other weapon bay empty. Now I'm wishing I chose a bigger ship, but wanted to try the new ones out and find a purpose for them.

As with the limpets, I'll just save them for the end of battle to use them as I've heard suggested a number of times...
 
Ok thanks. I'll take off some of my Guardian Hull and something else and get a Decontamination limpet and a cargo bay. Don't want to use the fighter bays as I hate hiring crew.

I just had read awhile back that beams were effective against the scouts. I originally had 3x Large AX Multi's and 1 Guardian Gauss, but figured since I couldn't have any more experimental (other than the flack which I didn't want a 3rd type of weapon to put on another firing group), I thought the 4x AX Multi's and beam would be a good thing.

I'll just go back to the 3x Large AX Multi and the 1 Guardian Gauss and just leave the other weapon bay empty. Now I'm wishing I chose a bigger ship, but wanted to try the new ones out and find a purpose for them.

As with the limpets, I'll just save them for the end of battle to use them as I've heard suggested a number of times...

Flak does jack against scouts anyway so your fine. What little damage they do is made further pointless by how frustrating it is to hit with.
 
When you use internal heat to clean your hull, it produces the undesired effect of damaging your modules. First time.. you are fine.. second time,, 70%.. third time things start going wrong.. you get the picture,.,. so AFMU for extended battles.
Everything is trial and balance, and you are just trying to do this for the one-time experience.. so have fun and blow em up.

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Spike.K
 
if you dont want to return to a station after every second battle,
i would bring decon limpets.

even the threat4 nhss may contain the special scouts, and one of them causes coordinated missile attacks on you.

when i went farming them with my corvette, i usually do not suffer any notable damage - but one time i got spammed with missiles right off the bat and the fight ended with 50% hull. (no GHRP or MAHRP in that ship)

as for the weapons - depending your aiming skill (gimbal necessary?), you can even go with 5x overcharged auto-loader multicannons
if your good with fixed, any AX weapon is good
 
I too had a krait for this exact purpose,

yes, use decontamination (if you remember you limpets :D ) You will greatly increase your operational time by doing so, caustic can be a pain if left unchecked, and the burn method does eat a bit of hull too, meaning you may have to go to base sooner than you like.

Yes, add the extra size 3 AXMC, I had 3x AXMC and a single gauss... turreted AXMC were amazing for mulching them down at hard angles while the gauss was the cherry on top for dealing damage head on! ;)

Scouts drop mats that as of current have no use (they were used in a material CG but that's it) however, it is likely in the future that newer Thargoid tech will become available through tech brokers, or by some slim chance even an engineer for AX weapons. either all it is better to have it and not need it, then need it and not have it! :)
 
Is that true? I though they were used for AX ammo synthesis

this
the scouts drop synthesis materials für AX weapons, Flak and caustic missiles

regarding using beam lasers vs. scouts: somehow i would suggest using them instead of the ammo based weapons,
simply for the fact that each scout kill is only worth 10k credits, which may be hardly enough to cover for ammo AND repairs.

i think i even had my scout hunting platform (t10 with ax turrets) equipped with a decon limpet, a 7A repair limpet and an AFMU, just because the cheaper repair costs...
 
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Ok I'll Fit in a 16t Cargo rack and the Decon limpets then. Was so hoping to have more hull boost, but guess with a Krait, you don't have much of an option then. I'll just put one 5D Hull reinforcement and 1 3D Modulate reinforcement and 1 5D Guardian shield reinforcements along with the limpets and cargo. And of course switching the weapons back leaving the one small one blank...
 

Here's what I'm going with right now (https://s.orbis.zone/i5). Coriolis doesn't have the 7A Guardian Power Distributor, (hence why it's defaulted to a 1C. Also the blank Optional is actually the Decon limpet which Coriolis also doesn't have.

Other than that, I'm probably going overboard with the hull reinforcements, but I just want to test it out. If I do ok, then I'll swap in a 5D FSD Booster instead...
 
One thing I noticed last night is if you get one of the signal sources that starts with npcs but the scouts come in later and you stick with the npcs, the scouts might take so long to appear they are at the edge of the radar and disappear as soon as they arrive.

I am currently updating my challenger so I can take on more scouts at once. Certain configurations have me in the middle of angry hornet's nest with them all firing missiles right away. I end up with no shields before I even know what is going on. Like entering a CZ and committing to a side right away.

Also, I didn't know guardian shield boosters could go in the mil slots, so I've changed things up now that I do.
 
Here's what I'm going with right now (https://s.orbis.zone/i5). Coriolis doesn't have the 7A Guardian Power Distributor, (hence why it's defaulted to a 1C. Also the blank Optional is actually the Decon limpet which Coriolis also doesn't have.

Other than that, I'm probably going overboard with the hull reinforcements, but I just want to test it out. If I do ok, then I'll swap in a 5D FSD Booster instead...

I would make the following tweaks to your setup;

Increase Armour to Military since you are removing some hull reinforcements.
Add beam laser to your empty slot. Helps to show you where the targeted scout is when things get hectic.
Add small AFMU. D level sensors and life support will go first if you are hit hard. Without sensors you cannot dock ��
Replace the fuel scoop with some reinforcement of your choice. You will probably stay in one system when fighting scouts.

Happy hunting!
 
Here's what I'm going with right now (https://s.orbis.zone/i5). Coriolis doesn't have the 7A Guardian Power Distributor, (hence why it's defaulted to a 1C. Also the blank Optional is actually the Decon limpet which Coriolis also doesn't have.

Other than that, I'm probably going overboard with the hull reinforcements, but I just want to test it out. If I do ok, then I'll swap in a 5D FSD Booster instead...

IMHO with the GHRPs you're better off using the smallest ones to get the resists (all sizes have the same resists), and use bigger GMRPs to protect internals.
my own preference for fighting scouts longer, is having the largest possible REPAIR limpet controller with me, and just a small decon unit. that way i can remove the caustic effect, and repair my hull more efficiently

its a pitty the DEVs deny us the option to engineer all other limpet controllers with the lightweight option :(
 
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