We desperately need a better anti-swarm option.

Every once in a while, I get it into my head that I really should try flakking down the swarms in a CZ. After all, it can't be THAT bad, right?

...yes. Yes it can.

Today I took my T10 with THREE flaks into a CZ. At first, it didn't seem to be going that bad. I killed the first swarm I saw as it spawned, and was able to quickly take down the Cyclops that spawned it. With the combined firepower of the NPCs, we were able to make quick work of it.

Then I set to work on a Basilisk. The first swarm was irritating; it was chasing someone else, so I wasted four or five shots when it suddenly changed direction unpredictably. Bear in mind, when it's chasing me I have almost a 100% success rate with a SINGLE flak; with three, I can hit it easily, if it's flying predictably, and even kill it in a single salvo. But, of course, it doesn't fly predictably; with the wide variety of targets, it swaps directions regularly and completely, and even if it does get on me, the Interceptor will often move away and it will leave. Lots of ammo wasted, especially when it suddenly refreshed the swarm when it got to 5-6 thargons. But I did finally kill it, after 2-3 minutes of effort. During which time, several of the NPCs died.

We then killed a heart, and another swarm spawned. Meanwhile, a new cyclops also spawned in, spawning its own swarm. Atop this, because I was focusing on the swarms, the Basilisk caught me and hit me with lightning, allowing the swarms(which had entered missile mode) to missile me and damage my weapons fairly severely.

After several minutes of effort, I was finally able to kill the basilisk - but it took me more than twice as long as if I had just ignored the swarms and focused purely on the interceptor, killing them both at the same time.

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This brings me back to the same old question I've always found myself asking; why bother taking flak, or worrying about the swarms at all, when it's so much faster to just ignore it and kill the interceptor?

Why have flak at all, when it's so completely useless?

It might have been acceptable once upon a time, but the gradual additions since then have completely devalued it.

1. We have modified weapons now, allowing us to kill interceptors faster than ever.
2. We almost always fight Thargoids in group settings, making the swarms unpredictable, if not impossible to hit entirely.
3. We often kill multiple thargoids in succession, which means flak requires a large amount of synthesis, which is often cancelled by incidental scout or swarm fire.
4. Even solo interceptors now warp out if you move more than half a dozen km away, meaning kiting the swarm is no longer as consistent as before. Focusing the swarm may sacrifice all your progress if you accidentally drift too far out of range.
5. With the addition of experimental weapon expanders, we can actually use those slots for other things now.

All in all, Flak is now almost completely useless.

Which is very unfortunate, because if you lack the piloting skill to evade swarms, they can feel impossible to deal with - which leads to the strong player preference for ground fights, where swarms are not present. It's easy to see this in practice, as they even recently added settlement CZs on the attack. Sure, some of that is the ability to rearm and repair mid-fight, but even absent that, the sheer annoyance of swarms shouldn't be underestimated.

We have a situation where swarms are simultaneously completely annoying, but also completely not worth dealing with. Any effort put towards dealing with them would be better spent just learning to fly well enough to avoid them, or just going somewhere they're not an issue in the first place.

We desperately need a new and better anti-flak option. Something to make space CZs less repulsive, and ground CZs less necessary. I don't know what the right answer is, all I know is there's a problem.

But it needs an answer. And given the rate at which the war is progressing...sooner, rather than later.
 
Which is very unfortunate, because if you lack the piloting skill to evade swarms, they can feel impossible to deal with
They are annoying to deal with even if you know how to, because unless you boost at nearly the speed of the missiles and have a long-lasting boost, it is almost impossible to avoid taking at least a few hits from them when (and it is more a question of when, rather than if) it goes missile mode and targets you at effectively point blank range, or worse, while you are heading toward the Interceptor to attack it and, oh look, swarm missiles while you’re heading straight toward it and had no way to tell it was agitated because of the NPCs.

I have occasionally considered taking flak launchers myself for space-based CZs but the prevalence of the swarms, plus large amounts of Interceptors(or at least several, unless you only kill Scouts you will easily see at least three through the course of even a low intensity conflict), and the almost complete unpredictability of the swarm, coupled with a low ammo capacity, just make it near completely unusable. It might have been good for solo fights or when you could draw an Interceptor away from the “crowds” of AX NPCs, but in conflict zones and the current state of Thargoids struggling to detect or follow cold ships past 5 kilometers (which I am almost sure is because the AI was tweaked to be less “aggressive” in its detection around Titans*)?

Yeah, no. It’s basically a waste to stick anything other than a beam laser or additional Guardian/human AX weapon into the hardpoint.

*Which has possibly also resulted in the Interceptors themselves having erratic targeting priorities which do not seem to reflect damage put in, because they can just decide to begin shooting an AX bot with peashooters while you’re hitting it with modshards.

Anyway, getting back to the swarms, their damage to external hardpoints is just ridiculously excessive for how many there is spawned throughout a conflict zone and how it is completely unreliable when it will decide to attack with missiles or not, or what it targets. For that reason when I notice that a Cyclops has not killed something for long enough to get enraged, I just wait for its swarm to nuke one of the bots and only then close in to destroy a heart to reset the enrage timer. Because I have no way of telling if the swarm is already agitated and ready to go full kamikaze…

… and sometimes it feels like after a missile attack the swarm just randomly reverts back to normal and - unlike I remember it working - becomes agitated again when you fly through to reset it (and it clearly did not pass another human ship between those two events to cause said reset).
 
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Honestly much preferred 84's swarm of actual real ships. And if they're anything like the 9 sidey wings we used to get they wouldn't be pushovers.
 
It would be lovely to have swarms become a relevant part of non solo engagements.
The inability to hit them reliably in CZs added to the fact that they can be largely ignored, is a waste in my opinion.
It would be nicer if there were weapons better suited for them, and if there were related missions focusing on them specifically, since their mechanics are quite elaborated for what is currently just treated as destructible missiles.
 
Honestly much preferred 84's swarm of actual real ships. And if they're anything like the 9 sidey wings we used to get they wouldn't be pushovers.
A Scout swarm power-buffed by a Berserker variant(buffs their rate of fire/possibly damage output and makes every Scout in the instance also fire a caustic missile) is nothing to be laughed at, especially if they all focus a single target, so technically sorta still exists.
 
This^.
Long story short, it's a skill issue. :)
Even with a type 9 ? Don't get me wrong, I fly small ships flakless (and mediums too) exactly because dealing with the swarm is a lot of fun. But with big ships it's challenging at best, and if you add in a erratic commander, it can be quite chaotic.
 
Even with a type 9 ? Don't get me wrong, I fly small ships flakless (and mediums too) exactly because dealing with the swarm is a lot of fun. But with big ships it's challenging at best, and if you add in a erratic commander, it can be quite chaotic.

There's no point in doing it using a T9 unless you wanted to do it for the challenge - in which case why would you want less challenge?

It's not like I disagree with the OP, with you or some other posters above, the thargon swarm is just an annoyance and it's kind of stupid that point defence turrets cannot shoot them down, it's just that if you removed the swarm completely, what would remain? The interceptor cannot really hit you while you're cold and the total irrelevance of swarms would just make it easier to position yourself outside lightning range and direct line of fire.

Tbh I'm not a big friend of the entire implementation of AX combat because it's way too different from "normal" combat (totally different builds and tactics that's utterly useless anywhere else therefore it does not teach you anything useful for other kind of PvE/PvP combat in this game), but that's very off-topic here.
 
There's no point in doing it using a T9 unless you wanted to do it for the challenge - in which case why would you want less challenge?

It's not like I disagree with the OP, with you or some other posters above, the thargon swarm is just an annoyance and it's kind of stupid that point defence turrets cannot shoot them down, it's just that if you removed the swarm completely, what would remain? The interceptor cannot really hit you while you're cold and the total irrelevance of swarms would just make it easier to position yourself outside lightning range and direct line of fire.

Tbh I'm not a big friend of the entire implementation of AX combat because it's way too different from "normal" combat (totally different builds and tactics that's utterly useless anywhere else therefore it does not teach you anything useful for other kind of PvE/PvP combat in this game), but that's very off-topic here.
That last paragraph is a good like, 30-40% more of why I avoid it.
 
There's no point in doing it using a T9 unless you wanted to do it for the challenge - in which case why would you want less challenge?

It's not like I disagree with the OP, with you or some other posters above, the thargon swarm is just an annoyance and it's kind of stupid that point defence turrets cannot shoot them down, it's just that if you removed the swarm completely, what would remain? The interceptor cannot really hit you while you're cold and the total irrelevance of swarms would just make it easier to position yourself outside lightning range and direct line of fire.

Tbh I'm not a big friend of the entire implementation of AX combat because it's way too different from "normal" combat (totally different builds and tactics that's utterly useless anywhere else therefore it does not teach you anything useful for other kind of PvE/PvP combat in this game), but that's very off-topic here.
My goal wouldn't be to take it away completely, it would only be to make counteracting it both effective and fun, both things that it currently misses the mark on.

Trying to hit the swarm with flak right now is needlessly frustrating, and it takes more time to do than you save by doing it.

It's got to make you feel cool while you do it. If this were a movie, it would be like the scene with the Sentinels in The Matrix 3, yelling at the top of your lungs while unloading into the Swarm.

I could imagine some sort of multicannon experimental that makes them blow up at a preset range, and you have to actively adjust the detonation range so you can get the explosion to hit inside, which adds a skill component, but takes away the randomity of the current flak.
 
There's no point in doing it using a T9 unless you wanted to do it for the challenge - in which case why would you want less challenge?

It's not like I disagree with the OP, with you or some other posters above, the thargon swarm is just an annoyance and it's kind of stupid that point defence turrets cannot shoot them down, it's just that if you removed the swarm completely, what would remain? The interceptor cannot really hit you while you're cold and the total irrelevance of swarms would just make it easier to position yourself outside lightning range and direct line of fire.

Tbh I'm not a big friend of the entire implementation of AX combat because it's way too different from "normal" combat (totally different builds and tactics that's utterly useless anywhere else therefore it does not teach you anything useful for other kind of PvE/PvP combat in this game), but that's very off-topic here.
No, the swarm must stay. I was, or thought OP was alluding to a new way that would be possible only for large ships (like a C7 power hungry module).

To be honest, I don't think non-ax pve prepares a player for pvp either, not as long as all NPC's seem to fly identically or very similarly, their loadouts are nothing like the minmaxed pvp ships, and they certainly don't fly in accordance with any loadout.
 
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It's a fast, fun and effective, but skill based system, and there a definite element of 'git gud' involved.

For me I find it frustrating from a gameplay and lore angle that it's the ONLY weapon that works. For such little things they are awfully resilient to damage. I'd be happy if there was some form of appropriately balanced point-defence or a turreted weapon that was somewhat effective against them, to open up the build options while still maintaining the Flak as the No.1 way to clear the swarm for skilled players.
 
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+1.
We need other options to deal with the swarms, instead of
1) just tanking them and die
2) evading with superb flight skills (which I don't have)
3) flak them (but I'm in AXCZ..).
I hope to see the 4th way.
Our own shutdown-field-like device may can be a candidate, which disables thargons for a short period of time.
Or simply, AX ECM maybe?
 
AX ECM would be great, have it require pip management like the pulse neutraliser and a cooldown so you can't just spam it and there's an element of gitting gud with your timing. And the flak launcher still has a function as something that can take the swarm out at range.
 
I die pretty much instantly in anything other than the premade chief I bought. Even with flak and keeping distance the NPC's are too bad at taking down anything and requires me the only PC ship to kill the hearts. The swarms are super cool and should be in the game. But we should be able to at least use regular weapons on them to take out individuals. Flak is good if you can into the right position but meanwhile the mothership will pummel you.

There needs to be a weapon that'll be like an emp weapon for the swarm that shuts them down temporarily in time for you to deploy the flak.
 
I die pretty much instantly in anything other than the premade chief I bought. Even with flak and keeping distance the NPC's are too bad at taking down anything and requires me the only PC ship to kill the hearts. The swarms are super cool and should be in the game. But we should be able to at least use regular weapons on them to take out individuals. Flak is good if you can into the right position but meanwhile the mothership will pummel you.

There needs to be a weapon that'll be like an emp weapon for the swarm that shuts them down temporarily in time for you to deploy the flak.

That is a remarkably cool idea. I hadn't thought about a two-part weapon like that, which still needs Flak to finish the job but which makes it much easier to use at the cost of a utility slot.

Man, that's brilliant. Great idea.
 
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