Update 15 Thargoid Scout damage.

Well I just think people at FD just didn't realize they were overshooting.
If they haven't yet, it's high time they did because solo AX fighting as a whole is close to a dead stop now.

The Glaive : okay.
Smarter scouts : okay.
Stronger scouts : okay (*)
But pick one. Not altogether.

(*) A little, not as much as today. They were already somewhat pesky. Non-player devs reminder of what they already dit : rot aiming by shaking the ship, stack caustic, regen every now and then, their shooting is nigh unavoidable and their stacked damage can get really threatening when in packs.
 
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Just back to try Invasion system near Taranis - don't think I'll bother anymore AX......

So pre U15, I got used to doing Invasion defense - outpost or planetary port defense - used to do initial wave Scout - 6 or 7 then 500,000 CR and Interceptors coming in HOT - run away to SC and back to start again.

No longer.

On killing 1st or 2nd Scout (EAXMC work just same as before) Interceptors coming in HOT + all the Scouts still there not cleared (got the 500,000 wave bonus), so left to SC and came back - SAME.

NO THANK YOU.

Killing immersion as a Scout killer while others would do Interceptors - I will give it a miss.
 
How much hull does your Corvette have?
My 3,700 hull Krait MkII got melted like butter yesterday. Burned through 12 scouts before having to land and repair,
6500, with guardian module reinforcements, everything double braced unless the module need a specific mod and a 4200mj shield, 6 enhanced plasma chargers on huge, small, and med hardpoints, the shots converge damn well with that setup
(basically , the ship is a tank)
But from my own perspective, having 5 or 6 comanders with shard anacondas and gauss kraits and charger corvettes gets a bit boring when we can one shot a baslisk.
and even the pair of hydras is just kinda a grind to get the hearts down. so when the bugs have new ships , and new tactics...... time for us to have a think about how we fight.

Bill
 
Well I just think people at FD just didn't realize they were overshooting.
If they haven't yet, it's high time they did because solo AX fighting as a whole is close to a dead stop now.

The Glaive : okay.
Smarter scouts : okay.
Stronger scouts : okay (*)
But pick one. Not altogether.

(*) A little, not as much as today. They were already somewhat pesky. Non-player devs reminder of what they already dit : rot aiming by shaking the ship, stack caustic, regen every now and then, their shooting is nigh unavoidable and their stacked damage can get really threatening when in packs.
To give away the story, we nearly weren't able to do a wednesday stream together because of this situation. Just needed a few items before the beginning and all that happened was 4 or 5 deaths just trying to get to the maelstrom because of scouts, not the interceptors.

We resorted to searching for scouts on our terms to get the propulsion units and barely got enough for one of the guys to complete the necessary parts to get the device to enter the center of the maelstrom.

Even so, the stream owner nearly died just getting to the malestrom from the scout harrassment.
At the end of the night, he did manage to see what was inside only by riding along in someone elses ship. It was an exhausting experience.
 
Had another two go's at Tomefeyevich's Inheritance in Hyades Sector AV-O b6-5 this evening in open. No one in the CZ, combat could only be described as ludicrous and hopeless. Upwards of ten scouts attacking constantly despite taking quite a few out, whilst a medusa and a basilisk attacked me at the same time. My radar was just a big blotch of red with loads of other scouts waiting in the wings. At the moment I've had enough because it seems a bit pointless to continue trying. Heading back to my carrier to retire for a while and do other things......hopefully things may have improved in a week or two when I return.
 
6500, with guardian module reinforcements, everything double braced unless the module need a specific mod and a 4200mj shield, 6 enhanced plasma chargers on huge, small, and med hardpoints, the shots converge damn well with that setup
(basically , the ship is a tank)
But from my own perspective, having 5 or 6 comanders with shard anacondas and gauss kraits and charger corvettes gets a bit boring when we can one shot a baslisk.
and even the pair of hydras is just kinda a grind to get the hearts down. so when the bugs have new ships , and new tactics...... time for us to have a think about how we fight.

Bill
Okay, I think I've found the heart of the matter(if this over-buff was intentional)

Up until Update 15, the AXCZs seemed to be tuned for new/casual/average skill/unengineered pilots.
I fought against Thargoids for the first time 3 months ago, and I was never a combat pilot before. I've since killed countless Scouts, over a hundred Cyclops, and 3 Basilisks, IN SOLO MODE. And most of those kills were in Vultures and Viper4s.

It WAS fun, though challenging(for an average player), rewarded decently, and DID NOT require a half a billion rebuy G5 Murder-Boat.

It would seem, if intentional, that FDev have "balanced" the AXCZs according to the G5 Murder-Boaters, leaving average players who were having fun completely cut out of the content. My Viper4 lasted 38 seconds from takeoff last night.

38 seconds from launch to rebuy in a ship that has cleared numerous AXCZs to the Hydra spawn, solo.

I'm fine with making things more challenging, adapting tactics, but that's not what has happened here.
 
i suspect its by a mistake and it will get fixed soon, but i actually like the new scouts. gotta keep up, keep moving, keep looking... no such thing as sitting in front of spawning interceptor with all the cheese builds, no idle hovering around and raking money with long beam. ive actually really enjoyed ax cz in solo with these new settings.

Okay, I think I've found the heart of the matter(if this over-buff was intentional)

Up until Update 15, the AXCZs seemed to be tuned for new/casual/average skill/unengineered pilots.
I fought against Thargoids for the first time 3 months ago, and I was never a combat pilot before. I've since killed countless Scouts, over a hundred Cyclops, and 3 Basilisks, IN SOLO MODE. And most of those kills were in Vultures and Viper4s.

It WAS fun, though challenging(for an average player), rewarded decently, and DID NOT require a half a billion rebuy G5 Murder-Boat.

It would seem, if intentional, that FDev have "balanced" the AXCZs according to the G5 Murder-Boaters, leaving average players who were having fun completely cut out of the content. My Viper4 lasted 38 seconds from takeoff last night.

38 seconds from launch to rebuy in a ship that has cleared numerous AXCZs to the Hydra spawn, solo.

I'm fine with making things more challenging, adapting tactics, but that's not what has happened here.
i think you might be onto something, but disagree in the fine details. if these new czs have been updated i dont think it is meant for g5 murder boats, rather than g3+ pilots... ^^ it looks to me like this environment is more hostile to unskilled pilots, even with costy murderboats, and favours skilled pilots instead.
im basing this observation on noob me being able to handle czs in solo up to the final phase now, and no cheese gibbers seen anywhere in the open...

pov...
 
I am very confident this change was not intentional. I was just in a low AX CZ in space with two Cyclopses and a barrage of scouts present, as well as another CMDR. I mistriggered the SFN and got shut down at like 60 percent of my 4600 hull Krait (I had entered the CZ with 68 percent as I already suffered some damage before and was in a no-repair build).

While being shut down, I had premium seats watching the scouts pelting me with projectiles. When my ship woke up, I had an overflowing caustic sink that was empty before the shutdown and had 7 percent hull left. 6 by the time I got to pop my caustic sink. I just about got out and docked at a carrier with 5% hull left.

This cannot be intentional. There is zero margin for error now.
 
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There is zero margin for error now.
giphy-downsized-large.gif
 
i think you might be onto something, but disagree in the fine details. if these new czs have been updated i dont think it is meant for g5 murder boats, rather than g3+ pilots... ^^ it looks to me like this environment is more hostile to unskilled pilots, even with costy murderboats, and favours skilled pilots instead.
im basing this observation on noob me being able to handle czs in solo up to the final phase now, and no cheese gibbers seen anywhere in the open...

pov...
I get what you're saying, but even at 0% heat, 530m/s, spinning off kilter, the Scouts were hitting me with 9 out 10 shots. Previously a lazy roll was all that was neccesary to turn Scout fire into a lazer disco as it whizzed past you, missing. I'm flying small, fast, agile ships, for the fun of actually space-dogfighting. There is no "avoiding" the Scouts new terminator-esque aimbot accuracy. I've tried, many rebuys worth since the update.

By itself, without the massive damage increase, the spawning with all specials active, the constant tunnel vision on the player, it might not have been that bad, maybe made Scouts a threat worth taking the time to blow up than just ignore.

But it's like they spun all the dials straight to 11 at once.
 
I recall a Arf's quote (could also be a another guest dev) in one of the previous frameshift lives, where he mentioned that the Thargoids will come up with new strategies to counter the humans' resistance.

Now I don't think perma-enraged scouts was what he had in mind, but the hunter/glaive emitting an anti-guardian field sounds like one of those strategies, forcing players to bring a mix of guardian and AX weapons which was made easier with the weapon stabilisers.

Snippet from Burr Pit's video:
View attachment 355645
Yes change to Scout behaviour was not unexpected, rather it is the extent of the change that is startling. Having to worry more about a handful of scouts rather than any level of interceptor (including a Hydra) is a significant change, not a small tweak to their AI. It seems to me that a number of possible variables governing Scout behaviour have been modified at the same time which cumulatively result in a seriously Dangerous experience (pun intended).

I might suggest that there is a need to dial back on a few of those settings.
 
Maybe Salvation has been developing some weapons for the thargoids, or his weapons were reverse-engineered. So scouts get hit-scan accuracy too.

My money is on buff that went overboard, though.
 
Reminds me of when the NPCs originally got engineering and ended up with bugged weapons like rail guns firing at pulse laser rates 😅
Now that was a challenge.....
Watching helplessly as your team mate got reduced to 0% and sent to the rebuy screen.
Then noticing you were next........

Helm: Attack pattern Brave Sir Robin

Bill

<<<went off and did exploring until they fixed that one
 
Very few scouts (pack of 3-4) shots against my Imperial clipper (600+ boost) while I was boosting away in FAOFF and FSD was at 72% ... well, it is not very nice :), it seems like 1-2 MRPs will be "a must have" for now even for science vessel.
 
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