Thargoid Combat: Difference between revisions
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[[File: | [[File:Cobra Mk III vs Thargoid Interceptor 3310.png|250px|thumb|Cobra Mk III vs Thargoid Interceptor 3310]] | ||
'''Thargoid Combat''' is the most difficult content available in ''[[Elite Dangerous]]''. It requires a combination of advanced ships, specialized modules, and high-skilled piloting to be successful, but in return it is one of the most lucrative activities in the game, and was central focus of the Second Thargoid War before its conclusion | '''Thargoid Combat''' is the most difficult content available in ''[[Elite Dangerous]]''. It requires a combination of advanced ships, specialized modules, and high-skilled piloting to be successful, but in return it is one of the most lucrative activities in the game, and was central focus of the [[Second Thargoid War]] before its conclusion in 3310. | ||
'''Note''': this guide is designed to help players learn how to handle [[Thargoid]] combat step-by-step. The related career is [[Xeno Hunter]]. | |||
== Thargoids == | == Thargoids == | ||
{{Main|Thargoids}} | {{Main|Thargoids}} | ||
'''Thargoids''' are an ancient race of ammonia-based aliens, who spend most of their time in [[Witchspace]]. They enter the Milky Way to seed systems with their [[Thargoid Barnacle|Barnacles]], and periodically return to tend them for unknown reasons. These barnacles create [[Meta-Alloys]], a substance with incredible durability and material properties. Humanity's harvesting of these alloys has led to conflict between the two races, and as a result the Pilots Federation has placed hefty bounties on any confirmed kill. | '''Thargoids''' are an ancient race of ammonia-based insectoid aliens, who spend most of their time in [[Witchspace]]. They enter the Milky Way to seed systems with their [[Thargoid Barnacle|Barnacles]], and periodically return to tend them for unknown reasons. These barnacles create [[Meta-Alloys]], a substance with incredible durability and material properties. Humanity's harvesting of these alloys has led to conflict between the two races, and as a result the Pilots Federation has placed hefty bounties on any confirmed kill. | ||
== Thargoid | == Thargoid types == | ||
Thargoid ships are biomechanical creatures. There are 4 types: [[Scout]], [[Thargoid Hunter|Hunter]], [[Thargoid Interceptor|Interceptor]] and [[Thargoid Titan|Titan]]. They come in several varieties, each more durable and deadly than the last. | |||
=== Scout === | |||
{{Main|Thargoid Scout}} | |||
The smallest and weakest Thargoid ship is the '''[[Scout]]'''. Scouts are small, agile, and always aggressive. Scouts come in four subtypes; Marauders (the most common type, with a caustic main gun and the ability to fire small, fast caustic missiles), Regenerators (capable of healing nearby Thargoids), Enciters (capable increasing the speed and agility of nearby Thargoids), and Berserkers (capable of increasing the damage of nearby Thargoids and prompting them to launch additional missiles). All scouts have significant damage resistance to human weapons, but still take approximately 33% damage from all human weaponry. This makes them the easiest to defeat out of all Thargoid vessels, and combating them can be done with traditional PvE ship builds. | |||
<gallery> | |||
File:Thargoid-Berserker-Sideview.png|Berserker | |||
File:Thargoid Scout Inciter 2.png|Inciter | |||
File:Thargoid Scout Marauder Side View.png|Marauder | |||
File:Thargoid-Scout-Regenerator.png|Regenerator | |||
</gallery> | |||
=== Hunter === | |||
{{Main|Thargoid Hunter}} | |||
== How to Kill | [[Thargoid Hunter|'''Hunter''']]-class vessels are a middle ground between Scouts and Interceptors. While they lack the powerful defensive capabilities of Interceptors, they have far more firepower and durability than Scouts, and are particularly effective at taking down medium-class vessels. | ||
There are two varieties of Hunters: Scythes are weaker and slower and completely ignore most targets unless they are carrying Escape Pods, which they will attempt to steal for unknown purposes. The second type is the far more dangerous Glaive, which can move at up to 750m/s, can steal shields to replenish its own, fire missiles that cause FSD reboots, and have an anti-Guardian field, rapidly damaging Guardian modules and weaponry on nearby ships (this requires the [[Anti-Guardian Zone Resistance]] engineering to nullify). While dangerous, these vessels can be taken down effectively via gimbaled Enhanced AX Multicannons. | |||
<gallery> | |||
File:Thargoid Glaive ship 1.jpg|Glaive | |||
File:Thargoid Scythe 1.png|Scythe | |||
</gallery> | |||
=== Interceptor === | |||
{{Main|Thargoid Interceptor}} | |||
The [[Thargoid Interceptor|'''Interceptor''']] has four varieties. Interceptors are much more durable than scouts, taking 1% damage from standard human damage types, requiring the use of specialized 'anti-xeno' weapons. They are also not always aggressive; often they can be encountered simply minding their business, largely ignoring nearby ships and players. However, if they scan a player carrying Guardian or Thargoid materials (which aren't immediately dropped after scanning), are attacked, or rammed, they will immediately begin glowing red and engage the target. Fighting them is far more complex than fighting human vessels. Before destroying them, players must first destroy their '''[[Thargoid Heart|hearts]]'''. | |||
<gallery> | |||
File:Thargoid Interceptor Cyclops.png|Cyclops | |||
File:Thargoid Interceptor Basilisk.png|Basilisk | |||
File:Thargoid Interceptor Medusa.png|Medusa | |||
File:Thargoid Interceptor Hydra.png|Hydra | |||
</gallery> | |||
== How to Kill Interceptors == | |||
=== Thargoid Hearts === | === Thargoid Hearts === | ||
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More difficult interceptors will have more hearts to destroy, and as more hearts are destroyed, the Thargoid will employ different and more potent attacks. | More difficult interceptors will have more hearts to destroy, and as more hearts are destroyed, the Thargoid will employ different and more potent attacks. | ||
== | == Interceptor Special Abilities == | ||
=== | === Shields === | ||
Thargoid Interceptors, unlike Scouts, have shields, which are generated whenever a Heart is destroyed. Thargoid shields function very similarly to human shields; unlike their hulls, they can be damaged by standard damage types, taking the most damage from Thermal weaponry. Unlike human shields, however, they do not regenerate if damaged, and in fact, they will gradually decay over time, eventually vanishing on their own after several minutes. Many players save ammo by not shooting at them at all, only using lasers to accelerate their removal, or simply ramming the interceptor to break the shield. | Thargoid Interceptors, unlike Scouts, have shields, which are generated whenever a Heart is destroyed. Thargoid shields function very similarly to human shields; unlike their hulls, they can be damaged by standard damage types, taking the most damage from Thermal weaponry. Unlike human shields, however, they do not regenerate if damaged, and in fact, they will gradually decay over time, eventually vanishing on their own after several minutes. Many players save ammo by not shooting at them at all, only using lasers to accelerate their removal, or simply ramming the interceptor to break the shield. | ||
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''Effective hull is calculated using Cyclops Hardness as a baseline.'' | ''Effective hull is calculated using Cyclops Hardness as a baseline.'' | ||
== | == Interceptor Special Attacks == | ||
===Thargons=== | ===Thargons=== | ||
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[[File:Thargon-Swarm.png|thumb|250px|Thargon Swarm]] | [[File:Thargon-Swarm.png|thumb|250px|Thargon Swarm]] | ||
When attacked, Interceptors will deploy a swarm of '''Thargons'''; small, independent drones, capable of firing their own caustic projectiles. The most dangerous aspect of the swarm is its powerful '''phasing damage.''' While Interceptors do a standard 10% of their damage through shields, Thargon Swarms have a much more potent effect, dealing nearly 40% damage directly through shields onto the hull. As a result, shielded targets will suffer extreme amounts of hull damage due to the phasing damage, as well as being a larger target compared to unshielded vessels. | When attacked, Interceptors will deploy a swarm of '''[[Thargon|Thargons]]'''; small, independent drones, capable of firing their own caustic projectiles. The most dangerous aspect of the swarm is its powerful '''phasing damage.''' While Interceptors do a standard 10% of their damage through shields, Thargon Swarms have a much more potent effect, dealing nearly 40% damage directly through shields onto the hull. As a result, shielded targets will suffer extreme amounts of hull damage due to the phasing damage, as well as being a larger target compared to unshielded vessels. | ||
Even if the swarm can be avoided, they also possess a second capability. Swarms can become 'agitated', at which point small groups of them will employ a suicide run, ramming into their target for massive damage to hull and modules. This can be crippling to unshielded vessels, but can be avoided. Agitation can only occur when the swarm flies over a target, causing them to initiate a top-down attack; the swarm can then be pacified by flying through it a second time. Naturally, this comes at the risk of taking damage from the agitated swarm. Especially against larger shielded vessels, the Thargon Swarm can be the most devastating aspect of the fight. | Even if the swarm can be avoided, they also possess a second capability. Swarms can become 'agitated', at which point small groups of them will employ a suicide run, ramming into their target for massive damage to hull and modules. This can be crippling to unshielded vessels, but can be avoided. Agitation can only occur when the swarm flies over a target, causing them to initiate a top-down attack; the swarm can then be pacified by flying through it a second time. Naturally, this comes at the risk of taking damage from the agitated swarm. Especially against larger shielded vessels, the Thargon Swarm can be the most devastating aspect of the fight. | ||
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After the destruction of the second heart, the Interceptor will launch a wave of powerful Caustic Missiles. These are slower and more easily avoidable than the ones fired by Scouts, but deal vastly more damage. Like the scout variant, they deal phasing damage directly to the hull, and their caustic damage over time does not go away on its own. It must be removed either by Decontamination Limpets, overheating the ship, or docking and repairing. Interceptors will launch additional missiles following the destruction of every additional heart, save the second to last one. | After the destruction of the second heart, the Interceptor will launch a wave of powerful Caustic Missiles. These are slower and more easily avoidable than the ones fired by Scouts, but deal vastly more damage. Like the scout variant, they deal phasing damage directly to the hull, and their caustic damage over time does not go away on its own. It must be removed either by Decontamination Limpets, overheating the ship, or docking and repairing. Interceptors will launch additional missiles following the destruction of every additional heart, save the second to last one. | ||
All Interceptors possess an unlimited number of these missiles, but will only fire one per target it can see. These missiles cannot be shot down by [[Point Defence Turret|Point Defence Turrets]] or disabled via countermeasures, so players wishing to counter caustic missiles should bring turreted multi-cannons or a fast ship to either shoot down or outrun the missiles (respectively). | |||
===Shutdown Field=== | ===Shutdown Field=== | ||
Following the destruction of the second to last heart, the Thargoid will employ a Shutdown Field rather than a Caustic Missile; this is an EMP-like pulse that | Following the destruction of the second to last heart, the Thargoid will employ a Shutdown Field rather than a Caustic Missile; this is an EMP-like pulse that causes all ships in a 10 km (3 km on [[Elite Dangerous: Odyssey|Odyssey]]) radius to shut down and reboot, leaving them helpless under the Thargoid's fire. This will always be announced via a warning message on the player's HUD, stating, "Energy Surge Detected". The Interceptor will also visibly glow teal or blue before firing off the pulse. | ||
There are two general ways to deal with this. The first is to employ a Shutdown Field Neutralizer, a utility module that cancels the shutdown field entirely. This must be properly timed, because it heavily drains Distributor power while active. The general best practice is to count to three after the warning message, and then activate the Neutralizer until after the wave has passed over. In multiplayer instances, it may be wise to hold it slightly longer, in case the player is | There are two general ways to deal with this. The first is to employ a Shutdown Field Neutralizer, a utility module that cancels the shutdown field entirely. This must be properly timed, because it heavily drains Distributor power while active. The general best practice is to count to three after the warning message, and then activate the Neutralizer until after the wave has passed over. In multiplayer instances, it may be wise to hold it slightly longer, in case the player is desynchronsied. Do keep in mind that multiple Interceptors can deploy consecutive shutdown fields, so holding it for several seconds after the initial pulse can allow the player to negate subsequent pulses if fighting a group. | ||
The second way is to boost away from the Thargoid and turn Flight Assist off. This will cause the player to drift away from the Thargoid until the ship reboots, keeping them safe until their weakness has passed. This has the benefit of allowing the player to use the utility slot for other purposes, such as additional Heat Sinks or a Xeno Scanner. | The second way is to boost away from the Thargoid and turn Flight Assist off when the warning message is seen. This will cause the player to drift away from the Thargoid until the ship reboots, keeping them safe until their weakness has passed. This has the benefit of allowing the player to use the utility slot for other purposes, such as additional Heat Sinks or a Xeno Scanner. Do note that the reboot time is fairly significant, so not utilizing the previous method can drastically increase the amount of time needed to end a fight. | ||
== Anti- | == Anti-Xeno Ships == | ||
While players often tend towards Large ships for standard PVE content, they are | While players often tend towards Large ships for standard PVE content, they are considered a poor choice for Thargoid combat. Their large size and slower speed make them an easy target for Thargoids, and they cannot take full advantage of their higher number of hardpoints, due to the experimental weapons limit. More often, players choose Medium ships, which have better speed and agility, as well as a smaller profile to avoid enemy damage. | ||
The '''[[Alliance Chieftain|Chieftain]]''' is the most common choice among expert players. It has incredible agility and speed, especially in its lateral thrusters, which makes maneuvering to avoid Thargoid fire much easier than other choices. However, this comes at the cost of hardpoints, and it will typically run with two medium | The '''[[Alliance Chieftain|Chieftain]]''' is the most common choice among expert players. It has incredible agility and speed, especially in its lateral thrusters, which makes maneuvering to avoid Thargoid fire much easier than other choices. However, this comes at the cost of hardpoints, and it will typically run with two medium and two smalls, leaving room for either a cooling beam or a flak launcher. However, many find its excessive agility frustrating to control. | ||
The '''[[Krait MkII|Krait Mk.2]]''' is another common choice. It is slightly less maneuverable than the Chieftain, but makes up for it with a full complement of C2 weapons, paired with nearly perfect weapon convergence. Many players start with this ship. It can also mount a fighter bay, allowing for truly exceptional damage. | The '''[[Krait MkII|Krait Mk.2]]''' is another common choice. It is slightly less maneuverable than the Chieftain, but makes up for it with a full complement of C2 weapons, paired with nearly perfect weapon convergence. Many players start with this ship. It can also mount a fighter bay, allowing for truly exceptional damage. | ||
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Thargoids are almost completely immune to normal human damage types. As a result, they will only take full damage from experimental weaponry (which subsequently has a damage debuff against human ships). | Thargoids are almost completely immune to normal human damage types. As a result, they will only take full damage from experimental weaponry (which subsequently has a damage debuff against human ships). | ||
*Special Note: Most | *Special Note: Most AX weapons fall under the category of ''Experimental Weapons''. These weapons have a special limit of 4 weapons per ship - this can be increased to 5 or 6 via the Experimental Weapon Stabiliser. Some experimental weapons, most notably the Flak Launcher, do not count towards this limit. | ||
=== AX Weapons === | === AX Weapons === | ||
Largely ineffective except against the weakest of Thargoids, the AX Missile Rack and the AX Multicannon | Largely ineffective except against the weakest of Thargoids, the AX Missile Rack and the AX Multicannon are human AX weapons initially developed by [[Aegis]]. These can be purchased freely from many stations and megaships, and were the first line of defense against the Thargoids before the Guardians were discovered. The main benefit of these weapons are cheapness and ease of access; the only obstacle to accessing these weapons are credits. Unfortunately, due to their low damage, they are mostly effective against Scouts and Hunters, requiring great skill to kill even a Cyclops using them. Killing a Basilisk using human AX weapons is considered to be one of the most difficult tasks in-game. | ||
Importantly, human AX weapons cannot be engineered, unlike their Guardian counterparts. Additionally, following the adaptation of the Thargoids, AX Missile Racks cannot damage Thargoid Hearts; this makes them incapable of destroying Thargoids on their own, so be sure to take at least one weapon capable of damage the hearts. | Importantly, human AX weapons cannot be engineered, unlike their Guardian counterparts. Additionally, following the adaptation of the Thargoids, AX Missile Racks cannot damage Thargoid Hearts; this makes them incapable of destroying Thargoids on their own, so be sure to take at least one weapon capable of damage the hearts. | ||
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===Guardian Fighters=== | ===Guardian Fighters=== | ||
* '''WARNING:''' Ship-Launched fighters are controversial in the AX community, largely due pre-3.4 lag in multiplayer instances. It was commonly believed that they cause lag and desynchronization in group settings; this seems to have been fixed post-3.4, but ALWAYS check beforehand if SLFs are allowed, and be sure to check and comply with any group rules.[[File:Guardian-Fighters-Ships-Trident-Javelin-Lance.png| | * '''WARNING:''' Ship-Launched fighters are controversial in the AX community, largely due pre-3.4 lag in multiplayer instances. It was commonly believed that they cause lag and desynchronization in group settings; this seems to have been fixed post-3.4, but ALWAYS check beforehand if SLFs are allowed, and be sure to check and comply with any group rules.[[File:Guardian-Fighters-Ships-Trident-Javelin-Lance.png|250x250px|right|frameless]] | ||
Ship-Launched Fighters are a contentious subject. While they have some perks, they also die very easily in AX combat, often in frustrating ways, which can make them not worth the effort to some players. | Ship-Launched Fighters are a contentious subject. While they have some perks, they also die very easily in AX combat, often in frustrating ways, which can make them not worth the effort to some players. | ||
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===Cold Orbiting=== | ===Cold Orbiting=== | ||
The meat and potatoes of Thargoid combat is based on a practice known as '''Cold Orbiting'''. Thargoid Interceptors, just like human ships, have a hard time | The meat and potatoes of Thargoid combat is based on a practice known as '''Cold Orbiting'''. Thargoid Interceptors, just like human ships, have a hard time following very cold targets. While they can still see them visually, they lose the ability to predict their direction of movement, instead firing directly where they appear to be. Since their weapons have travel time, if a player is able to move laterally (sideways) fast enough, their projectiles will pass harmlessly. There are three primary ways to maintain low enough heat: | ||
*'''Thermal Vent''' experimental engineering on Beam Lasers can be used to maintain low heat indefinitely. This is an excellent way to practice cold orbiting when first starting. However, guardian weapons need full usage of a player's distributor, so using a beam laser at the same time is typically a bad idea. The best engineering for this is Long Range, because | *'''Thermal Vent''' experimental engineering on Beam Lasers can be used to maintain low heat indefinitely. This is an excellent way to practice cold orbiting when first starting. However, guardian weapons need full usage of a player's distributor, so using a beam laser at the same time is typically a bad idea. The best engineering for this is Long Range, because being able to vent at full capacity at longer ranges is critical for survival. | ||
*'''Heat Sinks''' are usually used for attack runs. They give 10 seconds of extreme heat dispersal. Additionally - and not displayed in their statistics - they also give a bonus 2MW of bonus distributor power to weapons. This is what is usually used during attack runs, with additional charges synthesized between attack runs. | *'''Heat Sinks''' are usually used for attack runs. They give 10 seconds of extreme heat dispersal. Additionally - and not displayed in their statistics - they also give a bonus 2MW of bonus distributor power to weapons. This is what is usually used during attack runs, with additional charges synthesized between attack runs. | ||
*'''Silent Running''' can also be used for pure avoidance. However, it must be used judiciously, or it will lead to rapid overheating and internal damage. | *'''Silent Running''' can also be used for pure avoidance. However, it must be used judiciously, or it will lead to rapid overheating and internal damage. | ||
Of course, ''just'' moving laterally will quickly move the player out of range of the Thargoid, making it difficult to damage it in turn, so the pilot must maintain the same range, while moving laterally and staying cold - in other words, a 'cold orbit'. | Of course, ''just'' moving laterally will quickly move the player out of range of the Thargoid, making it difficult to damage it in turn, so the pilot must maintain the same range, while moving laterally and staying cold - in other words, a 'cold orbit'. | ||
While this sounds simple in theory, in practice can be substantially more difficult. Thargoids will attempt to match velocities with the player so their projectiles can hit, and during later parts of the fight, they will use alternative weapons such as lightning and caustic missiles. Players will need to maintain a distance between 800m(maximum lightning range) and 1500m while sustaining fire to break the Thargoid's regeneration and/or destroy the | While this sounds simple in theory, in practice can be substantially more difficult. Thargoids will attempt to match velocities with the player so their projectiles can hit, and during later parts of the fight, they will use alternative weapons such as lightning and caustic missiles. Players will need to maintain a distance between 800m (maximum lightning range) and 1500m while sustaining fire to break the Thargoid's regeneration and/or destroy the hearts. | ||
===Fire Groups=== | ===Fire Groups=== | ||
An often-forgotten aspect of Thargoid combat is fire groups, specifically in relation to heat. While Heat Sinks can counteract almost any amount of heat generation, they cannot stop the heat from appearing in the first place. If a player fires too many hot weapons at once, their heat will briefly spike over 20%; more than enough for the Thargoid to briefly see them | An often-forgotten aspect of Thargoid combat is fire groups, specifically in relation to heat. While Heat Sinks can counteract almost any amount of heat generation, they cannot stop the heat from appearing in the first place. If a player fires too many hot weapons at once, their heat will briefly spike over 20%; more than enough for the Thargoid to briefly see them and potentially deal heavy damage. While a brief few seconds of damage might seem insignificant, it can really add up over a prolonged fight. | ||
To prevent this, players should split their weapons between their primary and secondary fire buttons. By splitting fire groups | To prevent this, players should split their weapons between their primary and secondary fire buttons. By splitting fire groups and never firing all weapons at the same time, it allows time for heat to be reduced, keeping the pilot below that crucial 20% heat threshold over which Thargoids can properly track their shots. | ||
=== | === First Contact === | ||
Once the Thargoid has been located, it will approach the player and scan them. This is your opportunity to scan it in return, if you choose to carry a | Once the Thargoid has been located, it will approach the player and scan them. This is your opportunity to scan it in return, if you choose to carry a Xeno Scanner. If not, the attack can begin (note that firing, carrying Guardian or Thargoid cargo, or hitting the Interceptor will automatically begin the attack). | ||
Start by moving to a distance just shy of | Start by moving to a distance just shy of maximum range, and tag the interceptor with weapons, making it hostile. Immediately turn and boost away; the Interceptor will deploy its swarm before giving chase, giving time to move well out of range. | ||
At this point, | At this point, the player should boost one more time, disable Flight Assist, and reverse orientation. They will now moving backwards, and looking in the direction of the Thargoid. Select the Flak Launcher, target the swarm, and begin the process of taking it down. Be aware that the last few Thargons can be tricky to finish off, and that the target may not disappear immediately when the last one is killed. | ||
With the swarm now eliminated, it is time to engage the Interceptor. Slow down to allow the | With the swarm now eliminated, it is time to engage the Interceptor. Slow down to allow the Thargoid to catch up. When it is about 3500m away, activate the first heat sink and begin moving laterally - up, down, left, or right, depending on personal preference. The Thargoid will drift past, attempting to target, and when it begins to drift out of range, it will adjust course and start to give chase. It is at this point that the Cold Orbit can be initiated. | ||
* Be careful | * Be careful when initiating Cold Orbiting, as attempting to do so at full speed will usually lead to catastrophe. It is much more difficult to outpace a full speed Interceptor than one that has come to a rest. Be patient and give it a chance to slow down before engaging. It may be wise to use a cooling beam to practice Cold Orbiting a few times first, before planning to go all the way and kill the Thargoid. | ||
While staying cold and moving laterally, begin to use forward thrust to approach the Thargoid | While staying cold and moving laterally, begin to use forward thrust to approach the Thargoid until under 1500m of range. At this point, begin firing, alternating between both fire groups of divided weapons. | ||
If done properly, the Thargoid will soon exert, and one of its hearts will begin to glow | If done properly, the Thargoid will soon exert, and one of its hearts will begin to glow. Stay calm; this is the most critical point. Target the heart and fire, destroying the heart. | ||
When the heart is destroyed, immediately boost away | When the heart is destroyed, immediately boost away. The Thargoid will activate a shield and give chase while glowing, attempting to use its lightning attack. If it begins to get too close, in an emergency, it is possible to boost directly past the Thargoid, moving in and out of its range fast enough to avoid being tagged - but this should be done in emergencies only. | ||
* IMPORTANT NOTE: Moving too far from the Thargoid can result in the Interceptor jumping away | * IMPORTANT NOTE: Moving too far from the Thargoid can result in the Interceptor jumping away. Be careful not to move much further than 5000m from the Interceptor. | ||
After getting close enough to engage the attack, or | After getting close enough to engage the attack, or about 30 seconds, the Thargoid will give up and swap back to its normal behavior, deploying another swarm. Be warned that this lightning attack remains available to the Thargoid for the rest of the fight, although tricking it into firing while the ship is out of range (going in, waiting for it to begin glowing, then rapidly boosting out before it can fire) will cause it to reset the attack, forcing it to wait until the next heart is exerted. | ||
Destroy the swarm and repeat the procedure from the previous heart. Killing the second heart is typically considered the hardest, so if | Destroy the swarm and repeat the procedure from the previous heart. Killing the second heart is typically considered the hardest, so if successful then the most difficult part of the fight is almost over. | ||
Repeat this process until | Repeat this process until the second to last heart; after its destruction, the Interceptor will deploy a shutdown field (can be countered by the methods above). Not properly addressing this can lead to a swift death for any AX pilot, regardless of what ship is being used. | ||
On the last heart, the Interceptor will attempt to deploy a shield, although massive alpha damage before it can deploy will kill it and end the fight early. | |||
Finally, when the interceptor has been destroyed, stay cautious. Even in death, Thargoids are dangerous. They leave behind a spreading cloud of caustic enyzmes that can stack in unlimited quantity on nearby ships. Staying inside this cloud is guaranteed death; instead, target one of the dropped Thargoid materials (not the heart), and wait for its integrity to reduce to 50%. At that point, the cloud should have fully dissipated, should the player wish to pick up any of the salvage. | |||
If done correctly, this will be the first (and hopefully one of many) Thargoids that the player will eventually kill. Properly skilled AX pilots can easily take care of weaker Interceptors without a sweat, and even some of the harder ones. This will offer a powerful tool in any player's arsenal, regardless of skill level or progression. | |||
== The Nuclear Option == | |||
For players that do not wish to learn the skill and patience required to kill an Interceptor, there is a secondary method. "Gibbing", as it is colloquially referred to by AX pilots and player organizations, is the method via which an Interceptor's passive regeneration and panic shields are brute forced through incredibly high alpha damage (almost exclusively via Shard Cannons). | |||
This can be done by a single pilot against a Cyclops (or multiple), and can only be done either with Premium ammo and standard Shard Cannons, or Modified Shard Cannons and standard ammo (most AX pilots prefer premium ammo with Modified Shards for gibbing, however). Multiple pilots will be required for more difficult Interceptors, due to their higher hardness, effective hull, and regeneration. | |||
Despite the ease-of-access when compared to traditional AX combat, this method is largely looked down upon by player organizations for singleplayer combat. It is incredibly easy to pull off, requires little to no skill, and forgoes all of the preparation and practice that AX combat is known for. | |||
== Multiplayer == | |||
When fighting in a wing or larger group, AX combat becomes significantly easier. Not only can different roles be assigned to different players, destruction of one ship does not necessarily mean the loss of a kill. While one pilot can be assigned to exerting hearts, another can be assigned for targeting and destroying them, while yet another can be used for repairs or decontamination. | |||
The risk is also much less when compared to singleplayer combat, as both the Thargon swarm and the Interceptor's attention will be distributed across multiple ships, reducing damage and prolonging the lifetime of everyone involved. | |||
==Conclusion== | ==Conclusion== | ||
At this point, the player will be armed with all of the information needed to kill a Thargoid Interceptor. Do keep in mind that rebuys, repairs, and rearming will be frequent, regardless of how well prepared or skilled anyone is. | |||
With time, patience, and proper preparation, a pilot's first kill should come soon enough. | |||
Good luck, and o7 Commanders. | |||
== References == | |||
<references /> | |||
{{Thargoids}} | |||
[[ru:Охота на таргоидов]] | [[ru:Охота на таргоидов]] | ||
[[Category:Guides]] | [[Category:Guides]] | ||