Where did all the Thargoids in Sol go?

Hey all,

Jumped back in to the game to help defend Sol yesterday, first time in-game proper in a while. Found a Threat 4 AX Weapons Fire Detected, thought it'd be a relatively easy way to break myself back in to AX Combat. Two Medusa. Most AI AX Allies jump away. I had a go, but a bit too much for out of practise me, especially as a good chunk of the AI AX ships fled the instant the Interceptors appeared, and those who remained didn't survive long.

I pop in later with a friend, find another instance and take down a Basilisk, before things go quiet - no more Thargoids showing up. Fly around for hours finding nothing but the odd Scout. The other weird thing was that, first, there were barely any AX Signal Sources. Perhaps one or two revealed after scanning the Nav Beacon. Secondly, our instance was constantly out of sync when it comes to these Signal Sources, my friend would find one, but it simply would not appear for me, and the other way around. We could each enter the instances found by the other, for the most part, by following the others team beacon thingy, but there was often nothing going on.

One time he found an instance with an Interceptor, but decided to run away as I was still on my way. I arrived just in time to see him jump away. However, for me, there was no Interceptor in the instance, just a bunch of random, wanted, non-AX NPCs flying around.

Friend was also trying to collect some of the Thargoid materials that were already there when we entered another dead instance. They kept moving away from him - as if bumped - whenever he tried to scoop them up. He wasn't bumping them of course, he knows how to manually collect things, it just didn't work. Weird.

So, things were VERY glitchy last night, plus there were barely any Thargoids to fight. We started off in Mobius, but switched to a small PG to see if that helped things. It didn't. Something was seriously wrong last night. Have the updates broken something? Regular flying around felt ok, but I could see my friend constantly micro-rubber-banding as he flew around. For example, he'd be cruising along at a steady 40ish - going to scoop something - but, from my perspective, his ship was constantly accelerating / slowing - I could see rear / front thrusters firing alternating fire. Quite glitchy. Then there were very long jump tunnel times, it took me a couple of minutes after the count-down reached zero before my ship actually jumped a couple of times. I put that down to being in Mobius though, so perhaps there was a commander with a poor connection or something nearby.

I'm going to double-check all my network settings - specifically port forwarding - as things have been reset by Update in the past. He actually lost a load of his keybindings after one of the recent updates - not had that in a long while myself.
 
Friend said he was encountering dozens of Interceptors a couple of days ago, now, very little. I'm not really inclined to play today, if I'll just be entering dead instances constantly. Hopefully things will improve but, in its current state, the experience is glitchy and rather dull - nothing like the defence of Shinrarta was. A steady ramp-up of activity would make sense, but it seems to have gone the other way.
 
Friend said he was encountering dozens of Interceptors a couple of days ago, now, very little. I'm not really inclined to play today, if I'll just be entering dead instances constantly. Hopefully things will improve but, in its current state, the experience is glitchy and rather dull - nothing like the defence of Shinrarta was. A steady ramp-up of activity would make sense, but it seems to have gone the other way.

I don't know if it's technically possible for FDev to turn up the heat in the Sol system before the Titan lands, but it's something they should do if they can.
 
Ive gone to a few of the AX Ships Detected and the AX weapons fire detected ones.
So far ive mainly seen it where there are a few patrol AX ships wandering about saying "stuff". Then 2-4 scouts appear get killed.. then either 1 cyclops appears or 3 cyclopes and 3 basis. most ive seen myself has been 6 interceptors. dropping in together.

For me it seems that its more thargoids than normal inside the AX things.
Atm its just AX ships and weapons threats. plus a few Non Human Signal.

Im gona wait for perm AX combat signals and hope we get cap ships jumping into SOL we can fight along side.
 
So I'm trying to do my normal AX gameplay of rescuing pods from Combat Aftermaths, but the invasion is going really lame. I'm lucky to get 2 spawning at any one time, and one of those is always 500,000ls out. Not happening in a Krait with an SCO, I'll be puking (from motion sickness) and running out of fuel long before I get there.

I didn't see any Hunters in the 5 Combat Aftermaths I entered. I spent quite a bit of time due to the issues with collectors... Nothing spawned. I tried my patented back off 5 km and wait... It took like 2 minutes, a couple of scouts dropped in, but disappeared before I could engage.

Flew around the system for quite a while and NEVER got interdicted! That has never happened before! Finally, after picking up about 16 pods I jumped out to a nearby star and got hyperdicted. Killed the Scythe and then scouts. I usually avoid the scouts as they are more trouble than they are worth, but I was so combat deprived I swatted them down for the practice.

Flew back to Sol, 1 Combat Aftermath, 555,000ls out. So I tried to hit the non-human ss, both of them disappeared before I could even start my approach. Dropped into a refugee convoy signal and managed to kill a couple of scouts before everything disappeared.

Went back to super cruise, scanned and opened the FSS, couldn't find any ss in the Combat Aftermath range. I was close to the Nav beacon, dropped in and scanned it... No data was sent. Went back to super cruise and decided to head back to Benard's Star before exiting the game.
 
I just dropped into a Threat 6 "AX Ship Signatures" instance: two Farraguts and 6 Interceptors spawned :oops:. One Farragut was already there when I arrived, the other one hyperspaced into the instance 10 seconds later. Then the Interceptor wave frame shift anomalies begun, 2 Medusas, 2 Basilisks and 2 Cyclops arrived. Unfortunately, I was alone in the instance and thus had to leave (although I was logged into the AXI private group).
 
No interdictions for us in-system either, despite flying around for a couple of hours or so. Entered a couple of "Threat 6" AX Weapons Fire Detected (or something like that) and just had a few Scouts. It's been a rather underwhelming experience, especially after my very first Threat 4 had two Medusa and I had to run!
 
I don't know if it's technically possible for FDev to turn up the heat in the Sol system before the Titan lands, but it's something they should do if they can.
Sol is in Thargoid Alert, meaning an invasion is imminent. The actual invasion happens at the weekly reset, or next Thursday, unless it is cleared, which at the current rate of progress doesn't look likely. So expect things to heat up in a week. I expect it to be something like what happened at Shindez. The week after that is when Cocijo actually arrives, given its current rate of travel.
 
It is built to coincide with the 40th anniversary, our actions have no influence on speeding/slowing the things down.
There will be an invasion, AX combat whole week from Thursday, then bombing the Titan, and boom will be in the week when Cobra Mk V arrives for ARX.
Maybe it will be a CG.
 
Tried to pull out a few passengers twice, but in engineered G5 Type-8 couldn't outrun whatever was following me and electroshocking from behind, hitting with missiles the moment my FSD started booting.
Then looked for some AX combat in Sol in my anti-Scout only ship, only to find out there are almost no AX signals like before, where you knew ie. iirc Threat 3 are only Scouts in waves.

Not sure what I'm doing wrong.
 
Just went in again and things were going fine. Scanned the Beacon upon entering Sol, found a few Threat 4 - 6 and headed for the nearest one. A threat 4. After a few minutes and a wave of Scouts, two Interceptors showed up. Made short work of the Cyclops, then moved on to the Basilisk. All going well and I'd barely taken a scratch, I was running at 0% heat so the Interceptor couldn't really hit me, even when he was aware of me. Then, suddenly, I was hit by something (not a swarm) taking out my shields and 50% of my 4,000 hull, I also got a message saying that a Hull Reinforcement was inoperable. I checked and ALL THREE were dead. Two had been at 100% seconds earlier - I check modules frequently - with only one showing light damage. I also took a lot of damage to other modules. I ran away.

So, I'm fighting a Basilisk, he's barely hitting me, shields remaining in the high 90's, there are no Scouts left (all destroyed) no current Swarm and I take MASSIVE damage in one go. What could it be? My current ship, a Type 10, is built to run at 0% heat while fighting, so, while a large, lumbering ship, it doesn't usually get "seen" being quite unlikely to draw agro. Even when spotted - with an Interceptor right in my face and firing - shots generally miss due to my very chilly nature. I've built other ships similar to this, designed to stay super cold and I've not experienced anything quite like this before.

I'd taken a few caustic missile hit during the engagement, but I had space Caustic Capacity before I needed to eject. I wasn't aware than the Basilisk had any weapon capable of dealing almost 3,000 (Shield plus half my hull) damage in a single instant. I'd been totally unworried, having an almost casual encounter with the Basilisk as I steadily took out its hearts. There were a couple of AI AX Pilots around, not being super-helpful damage-wise, but a distraction at least.

Edit: Sorry, my T10 has almost 5,000 Hull, not 4,000, so the insta-damage was even greater.
 
Tried to pull out a few passengers twice, but in engineered G5 Type-8 couldn't outrun whatever was following me and electroshocking from behind, hitting with missiles the moment my FSD started booting.
Then looked for some AX combat in Sol in my anti-Scout only ship, only to find out there are almost no AX signals like before, where you knew ie. iirc Threat 3 are only Scouts in waves.

Not sure what I'm doing wrong.
I am just guessing here, but I suppose they want us to specially design an AX-combat-passenger hybrid that can take out the Thargoids when they abduct your passengers, then grab them with your cargo scoop or a collection drone (both of which implies a cargo rack).

What I did: Just use a big passenger ship and equip it with point defense, then jump out as soon as you can. You'll loose a dozen or so passengers, but at least the rest survives.
 
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I am just guessing here, but I suppose they want us to specially design an AX-combat-passenger hybrid that can take out the Thargoids when they abduct your passengers, then grab them with your cargo scoop or a collection drone (both of which implies a cargo rack).
Evading Scythes without combat (or losing passengers/pods) is more than possible. Just need to have enough speed (around 450-500 should be enough) and ability to perma-boost. Heatsinks may help to avoid FSD reboot missile launches... or you just run with an ECM or two and keep cycling both (or three if you want to be extra sure) as necessary.
 
Sol is in Thargoid Alert, meaning an invasion is imminent. The actual invasion happens at the weekly reset, or next Thursday, unless it is cleared, which at the current rate of progress doesn't look likely. So expect things to heat up in a week. I expect it to be something like what happened at Shindez. The week after that is when Cocijo actually arrives, given its current rate of travel.
I have been to many alert systems, I've never seen so few Combat Aftermaths and never had an issue with goids spawning in, particularly if you're sitting there for as long as you I was.
Tried to pull out a few passengers twice, but in engineered G5 Type-8 couldn't outrun whatever was following me and electroshocking from behind, hitting with missiles the moment my FSD started booting.
Then looked for some AX combat in Sol in my anti-Scout only ship, only to find out there are almost no AX signals like before, where you knew ie. iirc Threat 3 are only Scouts in waves.

Not sure what I'm doing wrong.
It was a Glaive, they can be nasty if there's more than one...
I am just guessing here, but I suppose they want us to specially design an AX-combat-passenger hybrid that can take out the Thargoids when they abduct your passengers, then grab them with your cargo scoop or a collection drone (both of which implies a cargo rack).

What I did: Just use a big passenger ship and equip it with point defense, then jump out as soon as you can. You'll loose a dozen or so passengers, but at least the rest survives.
Might be an option... FYI, to get rid of the Goid hatch breakers equip an ECM and tap it when the attach. DON'T HOLD THE KEY PRESS! A quick tap and the limpet is dead and your ECM will recharge very quickly with one pip to sys.
Evading Scythes without combat (or losing passengers/pods) is more than possible. Just need to have enough speed (around 450-500 should be enough) and ability to perma-boost. Heatsinks may help to avoid FSD reboot missile launches... or you just run with an ECM or two and keep cycling both (or three if you want to be extra sure) as necessary.
Scythes yes, Glaives no, particularly if there are 3, it's very hard to kill all three and have any Hull left let alone survive.

I was running my FAS last week and kept getting jumped by three Glaives, you are almost constantly being lighting attacked, if you can switch to one that isn't lightning attacking you, you can keep the damage going and defeat them. But sometimes it's too hard to tell which one is firing at you. And maneuvering is very slow the lighting hits you.

I was running the FAS with 4 ax enhanced multies and just didn't have enough DPS to finish them off. Which is a shame as the extra bit of speed the FAS has over the Krait MKII really helps, but against the 3 Glaives, the extra large hard point makes a big difference.
 
Tried to pull out a few passengers twice, but in engineered G5 Type-8 couldn't outrun whatever was following me and electroshocking from behind, hitting with missiles the moment my FSD started booting.
Then looked for some AX combat in Sol in my anti-Scout only ship, only to find out there are almost no AX signals like before, where you knew ie. iirc Threat 3 are only Scouts in waves.

Not sure what I'm doing wrong.
My type 8 breaks free without issue.

I just stay on the boost, keep my heat low by launching sinks, and jump as soon as the FSD has rebooted. My shield got stripped to 80% the first time, but since then I've been better about keeping on the boost and launching heat sinks. I get hit by the initial missile to the FSD, but I've jumped with full shields ever since. Those looking for AX combat--just equip a passenger hold, take an evacuation mission, and jump away. You'll get hyperdicted every time.
 
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