When Thargoids abduct your passengers and you cannot save them...

... you get a 10.000 credit fine. But you cannot pay it off, neither with Interstellar Factors, nor with the original organization. So, how are we supposed to pay the fine?
 
Oof. Granted I've only done two trips but the ecm I mounted to the hull has saved everyone both times.
You can also blow up the thargoids and recollect the passengers. In fact, they seem to send only scouts and some kind of heartless interceptors to abduct passengers around sol, which are easy to kill.

But it takes time to figure these things out. :)
 
They're Scythe Hunter-class interceptors, which have FSD-disabling missiles (that are a complete pain-in-the-) and thargoid limpets.

People claim that ECM will stop the missiles hitting you, but my experience disagrees so I'm probably doing it wrong. PD turrets don't seem to shoot the missiles or thargoid limpets down, so they're still useless - FDev should have introduced some AX Point Defence Turrets that would actually be worth having against Thargoid caustic missiles, anti-FSD missiles, and limpets, but I suppose it's too late now.

The best defence seems to be speed and cold. If you can sustain a boost of 500+ and stay in silent running by using heat sinks, you will outrun the scythe(s) while avoiding being effectively targeted until your FSD reboots, recharges, and you can jump away.

The other option is to simply destroy the Scythe(s) and the collect any escape pods you lost during the fight.
 
People claim that ECM will stop the missiles hitting you, but my experience disagrees so I'm probably doing it wrong.
Wait until the thimpet is attached then a quick tap of the ECM will disable it (I use a hotkey, space, rather than primary or secondary fire slot)
Edit: Oh, although you are referring to the disablers. Yes they are more difficult as it requires timing. I don't usually bother
 
I'm running a Keelback whose top speed is just shy of +389 and bristles with 3 ECM. Had a single PD before but it was quite ineffective in stoping those damn limpets. Two PDs didn't help much either.

2 ECMs are enough to keep the missiles & limpets off you but in case of a mistimed ECM blast, the 3rd one is a lifesaver

I have to say, seeing injured passengers in pods captured by Thargoids is among the top unpleasant experiences I've had in ED 😞
 
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They're Scythe Hunter-class interceptors, which have FSD-disabling missiles (that are a complete pain-in-the-) and thargoid limpets.

People claim that ECM will stop the missiles hitting you, but my experience disagrees so I'm probably doing it wrong. PD turrets don't seem to shoot the missiles or thargoid limpets down, so they're still useless - FDev should have introduced some AX Point Defence Turrets that would actually be worth having against Thargoid caustic missiles, anti-FSD missiles, and limpets, but I suppose it's too late now.

The best defence seems to be speed and cold. If you can sustain a boost of 500+ and stay in silent running by using heat sinks, you will outrun the scythe(s) while avoiding being effectively targeted until your FSD reboots, recharges, and you can jump away.

The other option is to simply destroy the Scythe(s) and the collect any escape pods you lost during the fight.
ECM are fine, just need to be used in right way and preferably two, sometime you get hunted by a wing of two Scythe or Scythe + Glaive and CD on ECM can be a problem.

I wrote a miniguide in tutorial forum with some tips, like using keybind instead of firegroup (contrary to what some people/youtuber suggest), avoid deploy hardpoint is a key part to be safe and wake out using ECM even while FSD is charging.
click HERE and feel free to ask for any clarification

P.S. of course ECM are not the only way to handle the Scythe/Glave hyperdiction, HS/Silent Running or a more funny.... "i stay and fight" in an old Shieldless Phyton with AXMC, ECM and collector is my favorite CSAR, shield are useless and no-shield=no-lightning attack, easy kill Goid Hunter class, if ECM fail (or not equipped) you quickly "re-collect" passengers and wake out before Thargoid reinforce arrive, with some extra loot ;)
 
Okay, so I put two ECMs on my Vette, but I still got hammered by Anti-FSD missiles. I would use one by holding the button down until it was fully charged, then the other, rinse and repeat, any time it warned me of incoming missiles. I still got hit and the FSD was so much useless junk sitting there.

I can only assume that I'm not using it correctly, but can't for the life of me figure out what I'm doing wrong.
 
If you recollect, are the capsules still marked as stolen - I remember complaints about this previously as then you can't hand them in other than to a black market?
 
Okay, so I put two ECMs on my Vette, but I still got hammered by Anti-FSD missiles. I would use one by holding the button down until it was fully charged, then the other, rinse and repeat, any time it warned me of incoming missiles. I still got hit and the FSD was so much useless junk sitting there.

I can only assume that I'm not using it correctly, but can't for the life of me figure out what I'm doing wrong.
Vette have plenty of utils slot, two for me is enough but maybe three will help you to practice in a safe way, then lower number when you will fell confident.

When ECM is active the radar is in blackout, but loot at white blinking triangle before and after, if they go in a straight way they have lock on u, if they more erratic ECM is succesful.

ECM have a 3 km max range, you press and HOLD the key, ECM bubble start to propagate from 1m to 3000m in around 3 seconds... this is part of the "do and repeat" combat training
 
They're Scythe Hunter-class interceptors, which have FSD-disabling missiles
How fast are those missiles (i.e. can you outrun them) and are they guided or unguided (i.e. can you out-maneuver them)?

Last time I did evacs (admittedly, half a year or more ago), I only lost some of my first load probably because I didn't boost immediately. Othewise, boost + silent unning + a couple of heatsinks got me through the hyperdiction just fine.
 
They're pretty fast but you can outrun the Scythe and its missiles if you can sustain 500+ with boosts while staying cold using silent running and heatsinks. If you're below a certain temperature, it won't fire the missiles because it can't get a lock.
 
I would use one by holding the button down until it was fully charged,
That might be where it's going wrong for you. The ECM trigger can be released at a specified range to take effect and only needs the missile to be within it to throw off target lock. Unlike the shutdown field neutralizer which requires being held down on use, ECM takes effect at whatever level it's charged to, on trigger release.

So if the Scythe missiles are within a kilometer you need to only charge ECM for one kilometer (or less) and release, which sends the missile off on a random trajectory. Then you just have to hope said random trajectory is still not going to hit your ship.

How fast are those missiles (i.e. can you outrun them) and are they guided or unguided (i.e. can you out-maneuver them)?
A. I think they go at around 750 like a standard human seeker missile (but the Thargoid FSD reboot missiles have a weird wobbly flight pattern which slows them down a little) and B. they are indeed guided missiles, otherwise ECM would not work on them.
 
I'm running a Keelback whose top speed is just shy of +389 and bristles with 3 ECM. Had a single PD before but it was quite ineffective in stoping those damn limpets. Two PDs didn't help much either.

2 ECMs are enough to keep the missiles & limpets off you but in case of a mistimed ECM blast, the 3rd one is a lifesaver

I have to say, seeing injured passengers in pods captured by Thargoids is among the top unpleasant experiences I've had in ED 😞
I lost dozens Friday. PTSD.
 
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