Update 15 Thargoid Scout damage.

is this intended? Scouts are doing WAY more damage than before, I mean just in a typical Thargoid interdiction I would take maybe 1-2% damage just boosting away and jumping out, but now Ill take 15-20% hull damage just from a few scout potshots. this cant possibly be as intended. Ive also heard of folks just giving up on invasion sites because their heavily armored Sharacondas are just getting shredded by 2 or 3 little scouts. doing more damage than even a Hydra,
 
I don't know how much more damage they're doing, but they're swarming now. My shardconda G5 HRP was torn to 35% hull by a pack as I took off.

Have to concentrate on keeping them at bay, but they keep spawning, so you can't ever really get round to the interceptors. Was impossible to take out a hydra in public with several elite cmdrs in big ships. Everyone just naffed off eventually.

Might be fine for the hardcore, but it's too hard for me. My friend who is less experienced went through 50m of rebuy in the space of ten minutes. He won't be playing this game again for a very long time I'm sure. Other friends heard the commotion and just decided to play a different game this evening!
 
is this intended? Scouts are doing WAY more damage than before, I mean just in a typical Thargoid interdiction I would take maybe 1-2% damage just boosting away and jumping out, but now Ill take 15-20% hull damage just from a few scout potshots. this cant possibly be as intended. Ive also heard of folks just giving up on invasion sites because their heavily armored Sharacondas are just getting shredded by 2 or 3 little scouts. doing more damage than even a Hydra,
Anecdotal, but I'm also seeing an unusual increase in Scout damage, almost as if they're automatically buffed with the Berserker damage increase upon dropping in. A pack of four dealt 10% damage to my 2,389 MJ 8C Bi-Weaves (2 Heavy Duty | Super Cap SBs on a Cutter - everything other Utility has AX-focused gear 🙃) with 4 Pips in Systems in the time it took me to submit -> low wake, about 15 seconds. The only buff the Scouts activated was the Inciter's speed boost.

A bit later, a Cyclops decided to shoot my Cutter as it landed over the course of a minute to pick me up after I explored an abandoned Settlement... and it barely did anything.

I thought I was seeing things, but it's interesting to see some others are noticing a change too.
 
The update info said that the scouts in Xeno CZs pay more attention to ships versus surface contacts.
Pretty sure that's unrelated. Previously at ground bases and outposts large groups of scouts would gather around the structure and just sit there, you could sneak up and take them out sequentially one by one because they'd completely ignore their friends exploding into pieces right next to them.
 
It feels like you’ve kicked a wasp nest with scouts now. It’s hard to tell if it’s the damage dealt that has been buffed, just the sheer number attacking at the same time or the rate of fire. Certainly a lot of swearing going on in Col 285 Sector UD-G b12-2 last night, folks were spending little time in the cz before giving it up. By the end of the evening it was uncannily quiet in open. As a side note there also seemed to be a lot more interceptors there too, could be wrong on this though, too busy swatting wasps!

It’s early days yet so I can’t yet form an opinion about the changed gameplay and tactical change. However, what did concern me was the lack of any people playing by the end of the evening. We’ll see……..
 
Been at a ground CZ solo last night, can confirm. They hit harder and more precise, and it seems their numbers went up too. Scouts did way more damage in shorter time than a Cyclops.

Also, maybe as a consequence, my instance had practically no NPC pilots. They seem to get shredded, too.

I was fine, killed half a dozen Cyclopses and a Basilisk before I had to call it, but the ground CZ became much more difficult.

Also, the 4-scout-interdiction-swarm ate like 10% of my Krait's hull, where they did like one or two before.
 
After getting interdicted by scouts twice (out of 7 times on the way to Taranis!) I arrived at the Maelstrom with 81% hull, despite having a Clipper that boosts to 620 m/s and more Guardian Hull Reinforcements than you can shake a stick at. Those Scouts are beserk, incited and really p'd off it seems with all the tourists, not to mention much more of a threat than Interceptors to passing motorists.

It would definitely seem FDev's recent changes have had unintended consequences, or there has been an outbreak of a particularly virulent strain of Thargoid Rabies. Hopefully it's the former and they can calm them down a bit.
 
Scouts are meant to be the access point for players, with interceptors more "endgame". And with phasing damage and caustic missiles/explosion clouds, scouts were already more dangerous than human NPCs if you don't handle them right.
Thargoids in general are endgame, with Scouts being the very lowest rung of that ladder (that rung being the very highest for human NPCs).
 
My Maelstrom clipper was taking 6-8x more damage from scout interceptions on runs to Hadad yesterday. I have now applied the Aegis paintjob, will see how it performs today :)

While I would note that a Clipper can take zero damage from Scout interdictions very easily by boosting with a bit of upward or downward thrust and rolling slowly to make a slight spiral, definitely let that not disrupt the Aegis paint test!
 
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