Id go engage Thargs,but why? Theyre not attacking any settlement or system.
Because this is a game and I play it for fun. We're not hurting actual aliens...
Id go engage Thargs,but why? Theyre not attacking any settlement or system.
Because this is a game and I play it for fun. We're not hurting actual aliens...
While kind of true - I believe there are still incidents of witch-space interdictions around Pleides nebula and their return has only just started. Give it time.I think the point was; Thargoids unless you actually go looking for them, are nothing. Absolutely nothing. They don't effect anything outside the USS they're scripted in.
If you don't go to the USS, they a complete non-entity.
False, CGs only have to hit L1 to succeed above L1 just means greater personal rewards.Each CG for weapons has failed, yet FDev must give the weapons or els their alien-fantsay dies after CG1. The last Combat CG was 8 for 8 well inside the time limit. The AX CG didn't even complete and it half as many tiers!!
I bought a Dropship and equipped it with a xeno scanner, 4 AX missile launchers and a beam laser, then FD nerfed AX missiles into the ground. Now it sits, unused, until I determine that doing anything Thargoid related is worthwhile.
I think the point was; Thargoids unless you actually go looking for them, are nothing. Absolutely nothing. They don't effect anything outside the USS they're scripted in.
If you don't go to the USS, they a complete non-entity.
They may as be removed, and the time spent on the say something important; Like the actual game for starters!
Each CG for weapons has failed, yet FDev must give the weapons or els their alien-fantsay dies after CG1. The last Combat CG was 8 for 8 well inside the time limit. The AX CG didn't even complete and it half as many tiers!!
I think the point was; Thargoids unless you actually go looking for them, are nothing. Absolutely nothing. They don't effect anything outside the USS they're scripted in.
If you don't go to the USS, they a complete non-entity.
They may as be removed, and the time spent on the say something important; Like the actual game for starters!
Each CG for weapons has failed, yet FDev must give the weapons or els their alien-fantsay dies after CG1. The last Combat CG was 8 for 8 well inside the time limit. The AX CG didn't even complete and it half as many tiers!!
I want to be out there, in a T10, saving humanity from aliens.
Wasn't sure whether this really counted as a "ships" thread or an "aliens" thread so I figured I'd just bung it here...
has anybody figured out a "grand plan" for making optimal use of the AX weapons yet, and built an entire ship around them?
I was considering it but, basically, I keep buying a pair of the latest weapon, testing them out and then I just bung 'em into storage until I can come up with a proper plan for how to use 'em.
Course, it doesn't help that we don't really know, yet, the full extent of the AX armory so you might end up building a ship around what we currently have and then a new weapon will arrive that forces you to completely rethink your build.
But, in the mean-time, if anybody's got any thoughts/advice/opinions on a xeno-centric ship build, I'd be interested to hear them. [up]
Built an AX Gunship, hunted and killed Thargoids with it quite nicely.
Gunship has 2 small rail guns, sturdy mount, plasma slug.
1 AX Multicannon
1 Remote Flak Launcher
2 AX Missile Launchers
1 Efficient PA, plasma slug.
Xeno-scanner
It was built to work in tandem with other xeno-hunters, as the Anti-EMP module can protect multiple ships in range.
It also does avery nice job reducing NPC's to rubble as well.
Short answer. Nothing.
Because of the Thargoid buff (adapting? It came across like a knee-jerk reaction to the Thargoids getting killed in the first week), I couldn't take on a Cyclops alone and there wasn't any wing-mates available in my part of the galaxy who wanted to risk their ships.
Also, considering how tough Thargoids are, you'd think (by any logic) that weapons to hit them would also be pretty nifty against humans, but no. They're next to useless against human ships. So you have an AX weapon-set you are restricted to equipping four of maximum AND unless you've got a Federal Gunship, or a huge vessel (with equally huge rebuy) then you cannot equip any OTHER weapons than AX (which leave you helpless against non-Thargoid threats). I was using an Imperial Courier (4 x Class 2) because it was fast enough to keep pace & outrun a Cyclops.
So all in all, they require you to own a large and expensive dedicated (and otherwise useless) "anti-Thargoid" ship that can only be used to attack while in a Wing. So no "blazing your own trail" permitted.
How can FDEV remedy this?
Wouldn't it have been far better to scale the Thargoid's response rather than buff them individually to be nigh-indestructible, so that the solo players could get some action? While the Wings of four would find multiple Thargoids waiting - it couldn't be that hard to implement "Number of Thargoids to spawn = size of Wing".
I have seen the (excellent) video by GluttonFang and I know it's not impossible to kill a Thargoid alone, but it requires a highly-engineered and specialised ship. Only 3% of players even own an Imperial Cutter; even fewer engineered like the ship he used in the video; fewer players still have access to a Wing of comparable vessels. Best case, this is a 96%+ exclusion of the player-base for no reason I can discern.
Either the AX weapons need an enourmous buff, or the Thargoids need to scale according to the player threat, so that the rest of the players can at least have a go.
Thanks for what is, if I'm not mistaken, the first "proper" reply to the thread.[up]
I honestly didn't start this as a "thargoid content sucks" thread.
I was interested to see what people are actually doing with their AX kit; whether they're just bunging it on their existing ships, building AX ships or just waiting for some direction to become obvious.
Seems like, even if you plan to fly in a wing, you're probably going to need "a bit of everything" on an AX ship, just to make sure you can fill a useful role in a wing.
Unless, of course, you've got buddies who you fly with regularly and can build ships which complement each other.
An AX FGS would probably be the way I'd go too.
It's not a huge investment, like any of the Big 3 would be, but it'd probably still pack a fair punch.
One of the reasons why I'm holding out for either the T10 or the Chieftain, though, is I kind of like the idea of starting to do something "new" with an entirely new ship - to minimise that "SSDD" feeling.