And as a bonus - they're all in missile formation because they flew over your NPC friendsAnd then sometimes all three swarms present decide "get the human!".
And as a bonus - they're all in missile formation because they flew over your NPC friendsAnd then sometimes all three swarms present decide "get the human!".
As is, humanity is pretty borked.
Salvation had his one-off space laser, everyone thought it was going to be the Thargoid killer, and even the Thargoids said "we don't like that."
But it didn't even work against them and now the Goids are coming to give humanity a spanking and we don't even have the firepower they thought we did.
I'm assuming we'll see AX weaponry become more available, and possibly some new stuff maybe related to the Grelics.
Proof that most players don't function well in a pure sandbox. They need guidance. And it works, since U14 50% more players have been on daily. Former ED pilots that have been in Star Citizen for the last few years are unmothballing their ships. Let's see if that lasts. And now I need large gauss and huge shard cannons please.To be fair I don’t think a single player thought it was going to get rid of the Thargoids. On the contrary they were counting on the exact opposite. At least something is happening now, the game has been stagnant for far too long.
The main issue I see with turreted guardian weapons is that they can't target the hearts unless you scan the goid first. Turrets are great for scouts, but I'd rather snipe the hearts with fixed gun.This isn't right, actually. Turreted shard cannons do fire, you just need to be relatively close.
I haven’t had a chance to play Update 14 yet, but up until last week at least, the two medium G5-engineered rapid-fire gimballed multicannons (non-AX) on my ship (Cobra Mk III) can destroy up to four Thargoid Scouts on one load of standard (non-AX) ammunition without synthesis of any kind. After three or four kills I need to return to a starport anyway due to the caustic damage I invariably incur (which I cease by overheating the ship before it becomes critical).
No AX weaponry of any kind used, and I don’t even have a xeno-scanner (not needed for scouts - just keep shooting until they blow up and be sure to evade the caustic fallout cloud). The only “non-human” technology on my ship is a Guardian FSD Booster.
True, but Shard Cannons have the benefit of having a wide enough spread to cover the entire interceptor. They're more than capable of killing hearts entirely by chance.The main issue I see with turreted guardian weapons is that they can't target the hearts unless you scan the goid first. Turrets are great for scouts, but I'd rather snipe the hearts with fixed gun.
I went out there today in my Mamba, which is set up for normal NPC combat, and has no AX weapons. I was able to kill a couple of Scouts that were attacking an outpost, and get some combat bonds from it. Anything bigger than that was out of the question. In the end, I was not prepared to deal with Caustic missiles, and had to retreat after a very short time. (Yes I know about overheating your ship).Frontier need to be very clear if it's possible to participate without grinding or hunting down AX weapons.
Slap some AX Missiles in there and you'll do a LOT better. Scouts have 66% resistances to human weapons. That means an overcharged huge multicannon will be doing about 10 DPS; a medium AX missile rack, by contrast, will be doing something like 23 DPS to that same scout.I went out there today in my Mamba, which is set up for normal NPC combat, and has no AX weapons. I was able to kill a couple of Scouts that were attacking an outpost, and get some combat bonds from it. Anything bigger than that was out of the question. In the end, I was not prepared to deal with Caustic missiles, and had to retreat after a very short time. (Yes I know about overheating your ship).
So I think it can be done without an AX specialized ship, but...it's gonna be less than satisfactory. I felt vastly underpowered.
Don't go into the maelstrom systems, go to any of the infested systems around them (where the guardian tech melting fields are not active).I'm finding it impossible to engage with this new thargoid nonsense. Have all guardian kit on my ship, everything is fully engineered, all AX weapons, guardian fighter with gauss cannon and decontamination limpets.
Fly to system that has thargoid issues, hull starts melting as soon as I arrive in the system. No idea why.
Modules start to fail, first one to go is the decon limpets.
Then thargoids attack. Long story short I get to a nearby system with 8% remaining hull, having never fired a single shot.
I'm in an anaconda that's been to colonia and back, I have every toy the game can afford, except caustic shielded hull because it's useless against human pirates.
With this level of tech I should at least be able to participate in the thargoid nonsense, surely?
With all due respect, doesn't seem like you tested it much before jumping on here to complain either.Can't help but think this content was not playtested at all.
Fair perspective, but at the same time, I didn't magically gain full AX weapons. I've been grinding and trying to understand AX combat for many months without any success - my experience in AX combat is the same now as when I had fully engineered human weapon systems. "Meet thargoid, hit it a bit, run away in terror".Don't go into the maelstrom systems, go to any of the infested systems around them.
With all due respect, doesn't seem like you tested it much before jumping on here to complain either.
The phenomenon of guardian weapons degrading in certain systems is a separate issue from any rebalance of the weapons themselves. They are not cause and effect.Fair perspective, but at the same time, I didn't magically gain full AX weapons. I've been grinding and trying to understand AX combat for many months without any success - my experience in AX combat is the same now as when I had fully engineered human weapon systems. "Meet thargoid, hit it a bit, run away in terror".
A full update and DLC themed around AX tempted me to believe that some thought and rebalancing might have been applied, but it seems the opposite is the case.
That did not go well. Intercepted in mid-jump by a single thargoid interceptor before even reaching a disputed system. Shields and hull stripped in seconds, ship destroyed.
Again, didn't get to fire a single shot. I think I'll give up on this and just play with pirates and combat instead.
Cannot remember the last time my ship was destroyed, over a year ago at least.
The reason your hull starts melting as soon as you arrive in the system is because you foolishly ignored the mostI'm finding it impossible to engage with this new thargoid nonsense. Have all guardian kit on my ship, everything is fully engineered, all AX weapons, guardian fighter with gauss cannon and decontamination limpets.
Fly to system that has thargoid issues, hull starts melting as soon as I arrive in the system. No idea why.
Modules start to fail, first one to go is the decon limpets.
Then thargoids attack. Long story short I get to a nearby system with 8% remaining hull, having never fired a single shot.
I'm in an anaconda that's been to colonia and back, I have every toy the game can afford, except caustic shielded hull because it's useless against human pirates.
With this level of tech I should at least be able to participate in the thargoid nonsense, surely?
Can't help but think this content was not playtested at all.
Turreted Shards work with AI, but they only fire at 500 meters or closer.I don't think turret works outside of a multicrew mode, am I wrong?