Who else DOESN'T hunt thargoid interceptors, and why not?

Don't make a habit of hunting Thargoids, but if I see an AX bounty hunter on the multi-crew list, my CMDR will astrally project over and kite around swarms in SLFs for a bit of entertainment.

Mostly though, I have my CMDR ignore Thargoids, because they ignore him.
 
To say it is not a test of skill is a bit ignorant. You certainly need skill. Even if you know what the motions are, executing them well is also necessary and AX combat certainly requires more skill than your typical point ship at target until its dead. Many come into AX thinking it will be easy because they saw a video from Katie or similar. The thing is that pilots like her make it look easy because they are so damn good at it.

I didn’t say it was not a test of skill though, did I? In fact I clearly stated and recommended in that same post that one should try out the interceptors in order to test their skills.

What I said was that the current fighting mechanics are less of a test of skill and more of a test of endurance. There’s a difference.

It takes skill to learn and master the motions of fighting them but then it’s just repeating the same thing over and over again, constantly deploying heatsinks and synthesizing them when you run out for 20 minutes or longer.

The skills required there are repeating the same patterns without making a mistake, hence the test of endurance. I’m personally not interested in that type of combat. There’s nothing dynamic about it. Thargoids behave the exact same way every single time, doing the same moves at the same time they do every fight. I don’t find that fun.

I wish they would at least randomize their behaviour more so you don’t know exactly when to boost away with FA-off because you know exactly that its next move is to try and immobilize you. Where’s the fun in that?

That’s why I said I wish they did more damage but had critical weaknesses that a skilled pilot could exploit with precise timing. With randomized Thargoid behaviour that pilots would need to constantly adjust to and not be able to repeat the same moves. Fights could be a lot shorter but a lot more exciting if they were actually dynamic.
 
I get the feeling that some people have been watching the ultra core AX pilot videos where they are taking on multiple hydras at a time. For these engagements you most certainly do need to synth both ammo and heatsinks. Like others, this is not for me...but this isn't the be all and end all of interceptor combat.
I use a Phantom with 4 x Gauss Cannons, no AMFU and no heatsinks. Only two Gauss Cannons active at any one time.
I can kill 3 Cyclops before I run out of ammo on two of my Gauss cannons, at which point I switch to the other two. So that's 6 cyclops before I have to go back to the station to rearm and repair.
I've killed upwards of 100 cyclops and not once have I had to synth a single sausage.

I tried a hydra once...and it showed me who's boss and I hastily did a brave sir robin...I'm a complete amateur compared to AX pilots like @Katie Byrne :D
Yes, they are the red baron types and they have a place.
Most of us are polish partisans and serve just as good a purpose.
 
Your perception of what denotes a "military" weapon is deeply flawed.

Pretty much every fixed weapon on a military vessel gets it's ammunition from a central magazine-store.
It isn't unreasonable to expect that 34th century spaceships should have the same capability.

And, besides, from a gameplay POV it would, at least, give combat pilots something to think about if there was a useful alternative to filling every unused slot with yet another HRP/MRP/SCB/GSB.
Reminds me of a television show that claimed the bad guy was using military grade ammo.
There isn't such a thing but it sounds scary.
 
I'll hunt thargoids when they actually start attacking human players rather than human players having to opt-in to battles with thargoids by going out of their way to do so.

I'll hunt thargoids when the stations they destroy are actually destroyed and gone - forever.

When this becomes an actual war and not whatever stupid thing you'd call what Fdev has been doing with thargoids since they've been introduced.
 
Reminds me of a television show that claimed the bad guy was using military grade ammo.
There isn't such a thing but it sounds scary.

Yes, but there is ammo that in some places is illegal for civilian use while legal for military use. Maybe that’s what they meant.
 

Deleted member 121570

D
I don't hunt any of em, cos I think pew of any sort = yawnish. :D
 
Having to do certain things in a specific order and repeat it several times to kill them isn’t my kind of fun. But I’ve killed a lot of scouts - and probably too many cause now I’m tired of them lol.
 
I didn’t say it was not a test of skill though, did I? In fact I clearly stated and recommended in that same post that one should try out the interceptors in order to test their skills.

What I said was that the current fighting mechanics are less of a test of skill and more of a test of endurance. There’s a difference.

It takes skill to learn and master the motions of fighting them but then it’s just repeating the same thing over and over again, constantly deploying heatsinks and synthesizing them when you run out for 20 minutes or longer.

The skills required there are repeating the same patterns without making a mistake, hence the test of endurance. I’m personally not interested in that type of combat. There’s nothing dynamic about it. Thargoids behave the exact same way every single time, doing the same moves at the same time they do every fight. I don’t find that fun.

I wish they would at least randomize their behaviour more so you don’t know exactly when to boost away with FA-off because you know exactly that its next move is to try and immobilize you. Where’s the fun in that?

That’s why I said I wish they did more damage but had critical weaknesses that a skilled pilot could exploit with precise timing. With randomized Thargoid behaviour that pilots would need to constantly adjust to and not be able to repeat the same moves. Fights could be a lot shorter but a lot more exciting if they were actually dynamic.
In other words it's prwtty much like the rest of ED combat. FD isnt very creative, are they. Toss out a gear chase, crank up HP to11, done.
 
Sorry to snip a small section of your post, but this is precisely why there should be a "magazine" module for ships that have dedicated military compartments for extra ammo stowage. If your going to wade into a war, in a ship that is supposedly a military variant, then you should be able to carry significantly more ammo than one that doesn't come with military slots.

Personally, I love AXCZs and scout stomping with gauss and AXMC but I do struggle with solo interceptor combat. I've stopped a couple of hearts, but never enough to complete an interceptor kill before my ship is in tatters. But I'm not giving up trying.

I suggested ammo modules a long time ago - got run through by white knights saying synthesis solved that.
As if synthesis itself is a good mechanic...
 
I do like to murder flower people from time to time, but due to several issues with it, I don't do this as often as I would like to. Issues being mostly how painfully stale AX is in terms of loadouts and variety. It actually translates in regular combat as a whole, but AX is in worst place right now, because in anti-human, you can at least pick some none-optimal loadouts, and make some use of them in specific content. In AX you're heavily locked down in how you must build your ship and what system you must use.

I don't understand why:
  • Only Guardian Gauss Cannons must be useful in heavy AX combat.
  • There are no Gimballed variants of systems supporting Turret variants.
  • Guardian Plasma Charger is far less efficient in terms of ammo and damage, compared to Gauss, while it potentially takes a LOT more skill to use.
  • Guardian Shard Cannon doesn't have extra utility, like against swarm for example? Because we all know that hugging bigger Interceptor variants, to get into efficient fire range would be a pure suicide. On that note, why they don't deal even more damage, to turn weapon into high risk-high reward type?
  • AX weapons are so inferior against Interceptors, and at the same time share 4 slot rule with Guardian systems.
  • Flak being the ONLY thing to deal with swarm, and restricted by max C2 module size?...
  • There are no Seeker Missile types for anti-Scout combat.
  • No AX type of ECM or PD.
  • SLFs got hammernerf for anti-Interceptor combat. It's not as cheesy as 0 temp reboot and definitely wasn't exploitive in any way possible.
  • Many-many other minor things that restrict and handicap pilots for no reason whatsoever in choice of playstyles and equipment to use.

Aside from that, anti-Scout combat can be lots of fun, especially if you run something fast and not very tough, but since you restricted to AX MCs, that are the only useful system against them, kinda kills all the fun. You can of course kill them with pretty much anything, but Guardian weapons have very low ammo, and you'll literally go broke on non-stop synth, while AX MC are far more ammo-efficient with relatively cheap synth. It just gets boring to dakka-dakka all day.

And regarding interceptor combat. Killing those is fun, but they don't really differ at all by variant, they only get more hearts>much more health>much bigger damage - laziest approach at "boss fight" design. Although visual design is pretty good, as with most things in this game. They have very similar combat phases and for each variant you just virtually need more patience>more synth to take on harder ones. Basilisk stands out a bit, since it's fastest variant, but if you use something medium sized, your boost/reverski will let you kite it as easily, so there's not much difference as well. It just gets extremely boring, especially solo.

FDev really needs to get it together and release, or at least try one big combat overhaul. It's in the very sorry state right now, be it regular PVE, AX or PVP.
 
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FDev really needs to get it together and release, or at least try one big combat overhaul. It's in the very sorry state right now, be it regular PVE, AX or PVP.

As far as i know, fdev has been in control over the design of combat for the last 5+ years. What makes you think they can make a better designed mechanic than what they've given us?

It needs new vision and direction and management of implementation. There's something stagnant, lacking creativity, and lacking innovation in the choices that have been made and continue to be made. Not sure who's to blame for that but i dont think we'll get anything but more of the same without changing why that is.
 
If you can aim and have the patience for making runs, they really aren't a challenge. Wing Assassinations are much more challenging. Every now and then I taxi out to my AX ship in Celaeno for a couple AX kills before I get bored and return to normal combat where there are more challenging fights and varied builds possible.

I haven't fought a Hydra, but with all the rest I never even thought I may have to synth.

I suspect most who haven't fought one are convinced they are harder than they really are.
 
EuanAB. On Xbox:

nice, Perfect aim ^^ But i spoken more general, i think the most players can better aim on pc with mouse et cetera. i play with Elite controller too and i have no problems with it. Im not as good as this one but good enought for a basilisk without prem/sy/reboot/repair lim...
It looks like he is using a elite controller too, but i don‘t know. Its possible with anything as long you have enough skill.

I will go back to xeno hunt soon ^^ and try a medusa again, maybe i will finally kill one without prem/sy/repair lim
 
They leave me alone... I Leave them alone...

Btw, 'goids are innocent

Humans just can't resist killing just for the sake of killing and exploiting everyone and everything that gets in their way
 
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