Thargoids now Unkillable with AX Missiles

Its easier to nerf one weapon then it is to buff the thargoids. Buffing them would change how all weapons work against them. Compare that to changing just how one weapon works against them. Overall the end result is the same, them being harder to kill. Seems people just don't like things being nerfed
It's beyond me why Frontier didn't just add a new line for "Xeno damage" like thermal, explosive, etc, and made it so they could only be harmed by the xeno damage type. That way, we could have had the missiles and multicannons for use in the rest of the game when they eventually nerf the weapons. Instead of destroying their damage alltogether, they could have simply downed their anti-xeno stat. Would have been great. I quite liked the look of those turreted dumbfires.
 
For what it's worth I tried one AX launcher on an npc clipper and then on an npc gunship last night - on both ships with full shields it took 10% out the hull on 1 shot (shield ring went down a little, but AX basically went right through) - once I stripped their shields off with regular weapons - both took 20% hull damage from a single shot (these were both rated dangerous and in a haz res). So AX seems to work fairly ok still on npc humans (whether it's meant to or not) - didn't try before so don't know how much they hurt before. I also don't usually fire regular dumbfires at those size targets (pain in the rear) so no idea how it compares.
 
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For what it's worth I tried one AX launcher on an npc clipper and then on an npc gunship last night - on both ships with full shields it took 10% out the hull on 1 shot (shield ring went down a little, but AX basically went right through) - once I stripped their shields off with regular weapons - both took 20% hull damage from a single shot (these were both rated dangerous and in a haz res). So AX seems to work fairly ok still on npc humans (whether it's meant to or not) - didn't try before so don't know how much they hurt before. I also don't usually fire regular dumbfires at those size targets (pain in the rear) so no idea how it compares.

Wait...wut? They do that?
 
Maybe, just maybe, FD should implement some thargoid damage stats, so they can roll them up, down, sideways, however they like without killing the damage stats universally.
 
Wait...wut? They do that?

Did for me last night, was mainly cos i've asked several times since launch and been told both - that they bounced of sidewinders and did zero damage and also that they did twice the damage of a regular dumbfire.
Up till now I hadn't had a chance to fire them at anything but a Thargoid, which for me at least still follow me while in reverse totally oblivious and the swarm still buggers off and doesn't hurt me after first attack (my aftershave perhaps ?).
I'm just hoping for some stuff that can be balanced between both alien and "normal" use - don't need it to be "godly" against either - jack of all trades will do for me and if we can tweak it with engineering , usual pro's and cons , then all the better.
 
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Did for me last night, was mainly cos i've asked several times since launch and been told both - that they bounced of sidewinders and did zero damage and also that they did twice the damage of a regular dumbfire.
Up till now I hadn't had a chance to fire them at anything but a Thargoid, which for me at least still follow me while in reverse totally oblivious and the swarm still buggers off and doesn't hurt me after first attack (my aftershave perhaps ?).
I'm just hoping for some stuff that can be balanced between both alien and "normal" use - don't need it to be "godly" against either - jack of all trades will do for me and if we can tweak it with engineering , usual pro's and cons , then all the better.

You are correct. As usual the forums are filled with people who get all their opinions from some bloke's mate on reddit, rather than see for yourself. My FDS with 4x missiles uses them just fine against NPC human ships. From what little experience I have actual dumbfires are better, but they clearly go 'pop' all the same. We already have reports that the new weapons are 'useless', while others use them to solo-kill Thargoids. As always, try and see for yourself rather than rely on others.
 
Its doable. Use Missiles for Exerting the Heart (it still does a lot more damage than Multicannon) and then annihilate the exerted Heart with MC. Repeat.

I used 2xMissiles and 2xMulticannon but I guess it is possible with 1xM and 3xMC. But MCs just annihilate the heart and 2 are good if you can aim Fixed.

And yeah, forget turrets (both Missiles and Multicannons). Maybe MC could work but you need to be quick and goids are a bit smarter now.
 
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Its doable. Use Missiles for Exerting the Heart (it still does a lot more damage than Multicannon) and then annihilate the exerted Heart with MC. Repeat.

I used 2xMissiles and 2xMulticannon but I guess it is possible with 1xM and 3xMC. But MCs just annihilate the heart and 2 are good if you can aim Fixed.

And yeah, forget turrets (both Missiles and Multicannons). Maybe MC could work but you need to be quick and goids are a bit smarter now.

turrets are for multicrew anyway
 
Its doable. Use Missiles for Exerting the Heart (it still does a lot more damage than Multicannon) and then annihilate the exerted Heart with MC. Repeat.

I used 2xMissiles and 2xMulticannon but I guess it is possible with 1xM and 3xMC. But MCs just annihilate the heart and 2 are good if you can aim Fixed.

And yeah, forget turrets (both Missiles and Multicannons). Maybe MC could work but you need to be quick and goids are a bit smarter now.

I only did a brief test but found the turretted multicannons to be effective on my Clipper. They seemed pretty accurate and I was able to take one heart down to about 40% with about <600 rounds fired from each gun (thery're somewhat ineffecient as they fire even when the heart isn't exposed). I reckon I would have had enough ammo to take down two of the hearts with the multicannons had I stuck around (The missiles are a different matter), but didn't have time for a more exhaustive test.

turrets are for multicrew anyway

It would be nice if multicrew worked with wings :(. I was thinking about offering multicrew in my Clipper to fight the Thargoids, but then remembered that limitation.
 
turrets are for multicrew anyway

I thought so too but just tried to multicrew with my friend and turns out that gunner can't target subsystems so basically Thargoids can't be fought in multicrew. :S

This is something I hope FDev will fix asap since multicrew Thargoid hunting would be a perfect application for the current multicrew implementation (I hope multicrew would be much more than glorified combat mode though but that's for another discussion).
 
I thought so too but just tried to multicrew with my friend and turns out that gunner can't target subsystems so basically Thargoids can't be fought in multicrew. :S

This is something I hope FDev will fix asap since multicrew Thargoid hunting would be a perfect application for the current multicrew implementation (I hope multicrew would be much more than glorified combat mode though but that's for another discussion).

Lol. Multicrew really is completely useless.
 
Its doable. Use Missiles for Exerting the Heart (it still does a lot more damage than Multicannon) and then annihilate the exerted Heart with MC. Repeat.

I used 2xMissiles and 2xMulticannon but I guess it is possible with 1xM and 3xMC. But MCs just annihilate the heart and 2 are good if you can aim Fixed.

And yeah, forget turrets (both Missiles and Multicannons). Maybe MC could work but you need to be quick and goids are a bit smarter now.
Can't you set the turrets to be forward fire only which turns them into gimbaled weapons essentially? Might be worth it then for heart sniping I guess.
 
I won't be able to play till tomorrow night - can I assume that the mc only damages heart and not the "initial" shield - ie use missiles - then mc, rinse repeat - or could you, say just use mc to batter the whole thing down - like missiles did originally (wouldn't make sense like that to me , but ?)
And how does the mc fare against "normal" npc's - anyone tried ? - hopefully just "ok" ?
Be nice if we get some AX engineering soon - either on the new weapons - or even some AX effects for the originals - as I've said before I like to "mix n match" and am happy to trade stat "a" for effect "b" etc.
Oh, and are they just class 2 like the missiles ?
 
You are correct. As usual the forums are filled with people who get all their opinions from some bloke's mate on reddit, rather than see for yourself. My FDS with 4x missiles uses them just fine against NPC human ships. From what little experience I have actual dumbfires are better, but they clearly go 'pop' all the same. We already have reports that the new weapons are 'useless', while others use them to solo-kill Thargoids. As always, try and see for yourself rather than rely on others.

Game is literally unplayable now. Completely broke the game in every way. All I'm getting is a popup with a picture of a Thargoid ship that appears to actually be smiling at me. Hand of God man, it's literally like seeing Jesus on a cracker. Just smiling at me.... Feels AX man. [alien]
 
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I thought so too but just tried to multicrew with my friend and turns out that gunner can't target subsystems so basically Thargoids can't be fought in multicrew. :S

This is something I hope FDev will fix asap since multicrew Thargoid hunting would be a perfect application for the current multicrew implementation (I hope multicrew would be much more than glorified combat mode though but that's for another discussion).

i agree, multicrew needs more spice ASAP, best during all those alien CGs.
for one... any of the CGs should offer contributions for human crew

and i thought gunner could use a kind of target lock. doesnt the wing's assist hotkey work to select a subsystem?

Can't you set the turrets to be forward fire only which turns them into gimbaled weapons essentially? Might be worth it then for heart sniping I guess.

if you set them to forward, you get a fixed weapon with the lower DPS of the turreted one.

basicly, the current anti-thargoid meta should be 2 AX missiles + 2 AX multicannons. missiles for quick hull damage, MCs for hearts

Can't test myself currently, as i am on my trip to unlock palin :(
 
It's more than possible that the Thargoid's were intended to require tactics to take them down rather than pure dps. The new weapon available at the end of this weeks CG will also help I'm sure, and if the missiles had remained too powerful, then the new weapons would have been pointless.

you are right, if we get to much weapons to soon will become to simple, later we will need more when the mummy and then daddy thargoids turn up. let's enjoy the challenges
 
you are right, if we get to much weapons to soon will become to simple, later we will need more when the mummy and then daddy thargoids turn up. let's enjoy the challenges

What challenge ??? Nerfing weapons is useless against a braindead AI and will only discourage to get involved while a huge AI buff (flight model, defences, damage and aggressivity + new tactic) would have provided a challenge.

So after the recent changes what do we have now ?
- An "adapting" AI which is dumber and easier than before (more passive than before and simple reverski makes it loose aggro giving you a clear shot on heart)
- The exact same tactic to beat it (missiles to open a breach and MC to kill the heart)
- It can still be oneshotted

Thargoid are supposed to be a threat not a joke.

I really hope new Thargoid class/type will come and be challenging but regarding the actual simplicity of it i am doubtful.
 
Predictable really. The missiles had their breach stats on released just to allow players to go against Thargoids asap and get some kills/shots/experience with the fight. The nerf wasn't a nerf, they were a readjustment to the planned original stats. They were released boosted. They never got nerfed.

Wow, that is the best explanation I've read so far for the "AX missile" nerf/issue/situation.
 
<snip> Please make these story changes as clear as possible and easy to track, not hidden away in some galnet post.
<snip>
There have been some good suggestions/expectations that this "adaptation" should be visible in gameplay, not only in GalNet/patch notes.

However, GalNet is the primary delivery method for the storyline because it reaches everyone, not only those who have been lucky enough to actually interact with the Thargoids in game. I read GalNet every time I log in, it's on the front page of the launcher, not "hidden away". Many many (most?)players don't read the forum or reddit, some may even not get or read the newsletter, GalNet is the only way they know how the story is evolving. The story should always evolve in game, never outside it.

So, FDev, please do not stop using GalNet to deliver the story.

Another thing, which has also been requested by others: please don't change the game and make it impossible for most of us to experience these Thargoid interactions. A very small minority of players have worked out how to kill Thargoids, the rest of us have not, (some of us may not want to, but that's another matter), and if you keep moving the goalposts further away each time someone posts a video then the vast majority of players will never get chance to experience what you're working so hard to put in the game. Remember, it's a game, it's interactive, if we wanted to experience aliens only by watching a video we'd go to the cinema or stream a film.

I remember when I watched the video of someone getting to SagA*, I wish I hadn't because it lessened my own experience.

So, FDev, please always leave the content in game so it's accessible for anyone, don't keep moving the goalposts.

Cheers :)
 
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