Update 15 Thargoid Scout damage.

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 :)

Noticed the same and they are targeting modules it seems too. Very specific modules were getting mauled rather than some damage to all. Thrusters, FSD, and PP all seemed to be focused on. Scouts will get hits in no matter what as they seem to drop right on your head.
 
@sallymorganmoore - I hate to do this but I've now been prevented from voting for almost a year by the message "You can't vote for more than 6 items at a time". It is not my fault that issues are rarely ever closed. I know it's not intended but right now I feel like I'm being told to "get lost" because I try to help raise issues for people that I have also experienced. You guys need to expire this count at some point. Being perma-banned from helping address issues is really annoying.

Obviously, given the above I'm not able to vote for this because of the Issues of the Issue Tracker. I'll try to contain the remainder of my thoughts on that.
 
Noticed the same and they are targeting modules it seems too. Very specific modules were getting mauled rather than some damage to all. Thrusters, FSD, and PP all seemed to be focused on. Scouts will get hits in no matter what as they seem to drop right on your head.
Yeah, yesterday en route to Hadad they knocked my FSD down to 74% and the PP to 93%. Sneaky little blighters.
 
@sallymorganmoore U15 was executed on its scheduled timetable almost to the minute, lots of positive changes and fixes. Congrats on that, Fdev!

Now, would you please stop implementing gameplay altering changes without mentioning it once? Stealth nerf, stealth buff.. doesnt matter. The changelog is long enough, one more line would have done some real good here...

And if its really a bug, please take the time to confirm this. Thank you.
 
I am totally uneducated on this. What exactly does the berserker buff do to them, and how can you tell it is active (sorry if the answer is in the video, cannot watch it right now)?
 
Sounds like a bit of coordination is now needed with some advanced AXMC pilots to keep the scouts mopped up for the dedicated heart snipers. That will be hard though if they are so plentiful they just mob kill everyone that tries to get into the zone.
I'd love to see this, people with the right ships to do the role. Like other games, people to deal with the tanks, people to deal with the fast movers, support and healing etc.

But the game does nothing to facilitate that. The rewards are only for the hard hitters, organising anything in game is nigh on impossible, matchmaking is rotten. It's not like a standard MMORPG when you can easily band up and do your thing, but nothing is easy in Elite.

Maybe something for Elite: Deadly!
 
I am sort of trying to do that when I am in an open instance with a lot of shard condas (so a normal one). For me, playing with shard condas is not really fun, so I either leave the instance, or try to be content with making loads of credits really fast, and then I try to get a tag in on the interceptors and otherwise mop up scouts. Or when the instance concentrates on Hydras, I break off to deal with stray Cyclopses that show up where the Hydra fight is happening. That sort of stuff.
 
I am totally uneducated on this. What exactly does the berserker buff do to them, and how can you tell it is active (sorry if the answer is in the video, cannot watch it right now)?
Berserkers buff the damage, fire rate, projectile velocity and accuracy of all Scouts' main guns in your instance. The projectiles themselves glow much brighter and appear larger than unbuffed ones. I think they also shake your ship when they impact, but I have that turned off.

The buff also tells all Scouts to launch Caustic Missiles, but I'm not seeing that happen here. It's just the main gun being buffed when they drop in.

Outside of hearing the very distinctive Berserker buff roar and seeing the Caustic Missiles, you can tell by the fire rate cadence - normal Scout guns go Pew Pew Pew.........Pew Pew Pew, while buffed ones go PewPewPewPewPew...PewPewPewPewPew...
 
Berserkers buff the damage, fire rate, projectile velocity and accuracy of all Scouts' main guns in your instance. The projectiles themselves glow much brighter and appear larger than unbuffed ones. I think they also shake your ship when they impact, but I have that turned off.

The buff also tells all Scouts to launch Caustic Missiles, but I'm not seeing that happen here. It's just the main gun being buffed when they drop in.

Outside of hearing the very distinctive Berserker buff roar and seeing the Caustic Missiles, you can tell by the fire rate cadence - normal Scout guns go Pew Pew Pew.........Pew Pew Pew, while buffed ones go PewPewPewPewPew...PewPewPewPewPew...
thanks for the explanation (y)
 
Had a quick look at https://inara.cz/elite/station/?search=Col+285+Sector+UD-G+b12-2+[Delany+Lab] where I'd been based prior to the update and the scout behaviour is now radically different, instead of small wings of 3-4 I saw upwards of 12 mobbing an NPC Conda.
When they turned on me I lost 30% on my Krait mk2's hull (around 4300) in a few seconds before I could boost out of range, a reasonably viable tactic is to pick a few off then disengage before you get swarmed.
I don't mind a challenge but as mentioned above this kind of change would really put off commanders new to Thargoid combat, scouts were intended to be entry level combatants but now I'd have to agree they're way more dangerous then a Cyclops.
 
I'd love to see this, people with the right ships to do the role. Like other games, people to deal with the tanks, people to deal with the fast movers, support and healing etc.

But the game does nothing to facilitate that. The rewards are only for the hard hitters, organising anything in game is nigh on impossible, matchmaking is rotten. It's not like a standard MMORPG when you can easily band up and do your thing, but nothing is easy in Elite.

Maybe something for Elite: Deadly!

Yeah, it's something that almost would have to be coordinated outside the game in discord or similar because getting rando's to do anything other than kill the never ending stream of Cyclops' in broken CZs was already impossible.
 
Yeah, it's something that almost would have to be coordinated outside the game in discord or similar because getting rando's to do anything other than kill the never ending stream of Cyclops' in broken CZs was already impossible.
IMO finding a good discord and some experienced commanders to play in PG is far superior to playing in open/solo.
 
IMO finding a good discord and some experienced commanders to play in PG is far superior to playing in open/solo.
I think that can be said for any game, but it's just not practical for a lot of gamers, especially the casual ones.

It's improved somewhat with the focus points on the map, but I still find fights with nobody in. And given an instance is supposed to be able to support 32 players, I've never seen anything like that in these CZs.
 
My guess is it is a consequence of (or a bug introduced by) altering their behavior a) to not be glued on top of a ground port ignoring the fighting and b) to drop Revenants during the new missions.
I can't compare with actual conflict zones, but in interdictions/hyperdictions the scouts are WAY more accurate or damaging than they were, either that or their effective range has increased.

Getting hyperdicted is actually a little bit worrying now.
 
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