Thargoid Combat: Difference between revisions

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Fighting them is far more complex than fighting human vessels. Before destroying them, players must first destroy their '''hearts'''.
Fighting them is far more complex than fighting human vessels. Before destroying them, players must first destroy their '''hearts'''.
== How to Kill Thargoids. ==


=== Thargoid Hearts ===
=== Thargoid Hearts ===


Interceptors have a specialized organ called a 'Heart', which renders the interceptor nearly invulnerable to damage. Hearts have two modes; their default state, which gives Interceptors a slow, passive regeneration, and an exerted state, which lasts 20 seconds and gives the interceptor almost instantaneous regeneration to full health.  
Interceptors have a specialized organ called a 'Heart', which renders the interceptor nearly invulnerable to damage. Hearts have two modes. By default, they are inactive, and give Interceptors a slow, passive armor regeneration. If you deal enough damage to a thargoid, they will enter an '''exerted''' state, which lasts 20 seconds, and gives the interceptor almost instantaneous regeneration to full health.  


It is in the second state that these hearts can be destroyed; players must first damage away 20% of the interceptor's health, exerting the heart. This will cause one heart to glow, and makes that heart vulnerable to damage. Once that heart is destroyed, the interceptor will then permanently lose a portion of its health, and players can begin focusing on the next heart.
It is in the second state that these hearts can be destroyed; players must first damage away 20% of the interceptor's health, which will exert the heart. This will cause the exerted heart to glow, and makes that heart vulnerable to damage. Shooting the glowing spot will deal damage directly to that heart, which does not regenerate. Once that heart is destroyed, the interceptor will permanently lose a portion of its health, and the process starts over with the next heart.  


More difficult interceptors have more hearts to destroy, and as more hearts are destroyed, the Thargoid will employ different and more potent attacks.
More difficult interceptors have more hearts to destroy, and as more hearts are destroyed, the Thargoid will employ different and more potent attacks.
== Thargoid Special Abilities ==


=== Thargoid Shields ===
=== Thargoid Shields ===
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Thargoids also have the ability to generate a '''panic shield''' if their hulls take enough damage while a heart is exerted, instantly restoring the full strength of their shield. This happens most often on Cyclopses, with their relatively low health pools, but can happen on any interceptor. This can best be avoided via precise targeting of the heart.
Thargoids also have the ability to generate a '''panic shield''' if their hulls take enough damage while a heart is exerted, instantly restoring the full strength of their shield. This happens most often on Cyclopses, with their relatively low health pools, but can happen on any interceptor. This can best be avoided via precise targeting of the heart.


===Variants===
===Variant Shield and Armor Totals===
{| class="wikitable sortable mw-collapsible" border="1"
{| class="wikitable sortable mw-collapsible" border="1"
! Variant
! Variant
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''Effective hull is calculated using Cyclops Hardness as a baseline.''
''Effective hull is calculated using Cyclops Hardness as a baseline.''
== Special Attacks ==
== Thargoid 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 the standard 10% of their damage through shields, Thargon Swarms have a much more potent effect, dealing nearly 100% of their damage ''through'' the shield, all while dealing the same damage to the shield itself! This damage is multiplied even further by the fact a shield has a larger and easier-to-hit hitbox. A shielded ship can easily take dozens of times more damage from a swarm than an unshielded vessel!
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 the standard 10% of their damage through shields, Thargon Swarms have a much more potent effect, dealing nearly 100% of their damage ''through'' the shield, all while dealing the same damage to the shield itself! This damage is multiplied even further by the fact a shield has a larger and easier-to-hit hitbox. A shielded ship can easily take dozens of times more damage from a swarm than an unshielded vessel!


Even if this powerful phasing damage is evaded, there is another danger. Swarms can also 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 is more easily avoided; agitation can only occur when the swarm flies ''over'' a target, initiating the missile mode; 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! And of course, a shielded vessel will take heavy damage attempting to pacify an agitated swarm! Especially against larger shielded vessels, the Thargon Swarm can be the most devastating aspect of the fight.
Even if this powerful phasing damage is evaded, there is another danger. Swarms can also 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 is more easily avoided; agitation can only occur when the swarm flies ''over'' a target, initiating the missile mode; 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! And of course, a shielded vessel will take heavy damage attempting to pacify an agitated swarm! Especially against larger shielded vessels, the Thargon Swarm can be the most devastating aspect of the fight.
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Interceptors will deploy one swarm each time a heart is destroyed. If a swarm is already deployed, they have the ability to save up(or 'bank') one swarm when a heart is destroyed, immediately deploying it if the old swarm is killed. But how do you kill them in the first place?  
Interceptors will deploy one swarm each time a heart is destroyed. If a swarm is already deployed, they have the ability to save up(or 'bank') one swarm when a heart is destroyed, immediately deploying it if the old swarm is killed. But how do you kill them in the first place?  


The only way to kill Swarms is via the experimental '''[[Remote Release Flak Launcher|Flak Launcher]]''' class 2 hardpoint. Players must fire and hold the trigger as the projectile moves towards the swarm, releasing it while inside the swarm to destroy some of the thargons. Notably, the position of each individual thargon does matter; detonating in the middle of the swarm doesn't matter if the swarm is in a ring formation far from the explosion, but can be destroyed extremely rapidly if the swarm is in a more dense formation.
The only way to kill Swarms is via the experimental '''[[Remote Release Flak Launcher|Flak Launcher]]''' class 2 hardpoint. Players must fire and hold the trigger as the projectile moves towards the swarm, releasing it while inside the swarm to destroy some of the thargons. Notably, the position of each individual thargon does matter; detonating in the center of the swarm doesn't matter, if the swarm is in a ring formation far from the explosion. By contrast, the swarm can be destroyed extremely rapidly if the swarm is in a more dense formation. Learning swarm behavior is a major part of advanced AX combat.


The swarm can take several different formations. Typically, smaller swarms will start in a 'spiral' formation, while larger swarms will tend to take a ring formation, or even worse, a larger ring that is only a single thargon thick, making it very difficult to damage. The swarm changes formations occasionally on its own, or whenever a player flies through the swarm; this can be a risky, but effective, way of changing the swarm to a more convenient formation. With luck and skill, swarms can be destroyed in only a few shots!
The swarm can take several different formations. Typically, smaller swarms will start in a 'spiral' formation, while larger swarms will tend to take a ring formation, or even worse, a larger ring that is only a single thargon thick, making it very difficult to damage. The swarm changes formations occasionally on its own, or whenever a player flies through the swarm; this can be a risky, but effective, way of changing the swarm to a more convenient formation. With luck and skill, swarms can be destroyed in only a few shots!


The easiest way to destroy the swarm is via the technique known as 'reverski'. The player should boost away, disable Flight Assist, and reverse their orientation so they are pointing backwards. The Swarm will give chase, but maintain a relatively stable position, allowing it to be destroyed effectively. Once the swarm is destroyed, the player can move in and begin to focus on the Interceptor. This technique, however, is not as effective in situations with multiple targets for the Swarm to attack. In many cases, especially wing combat, it can be simpler and more practical to simply leave the swarm alive and focus on the interceptor, as the swarm will self-destruct once the mothership has been destroyed.  
The easiest way to destroy the swarm is via the technique known colloquially as 'reverski'. The player should boost away, disable Flight Assist, and reverse their orientation so they are pointing backwards. The Swarm will give chase, but maintain a relatively stable position, allowing it to be targeted more easily, and destroyed. Once the swarm is destroyed, the player can move in and begin to focus on the Interceptor. This technique, however, is not as effective in situations with multiple targets(IE, multiple players or NPCS) for the Swarm to attack. In many cases, especially wing combat, it can be simpler and more practical to simply leave the swarm alive and focus on the interceptor, as the swarm will self-destruct once the mothership has been destroyed.  


If the destruction of the swarm is absolutely required, there is an advanced technique that can be employed, taking advantage of the Swarm's targeting procedures. Upon being agitated, the swarm must move to at least 1.8km away from any enemies before it can switch to missile mode, and while it attempts to do so, it will often swap to a very easy-to-hit 'cone' formation. Using this knowledge to your advantage, a player can ''intentionally'' agitate a swarm, and then give chase, not allowing it to move further than 1.8km away. At this point, the player can fire point-blank shots into the swarm, generally destroying it in just a few rounds. Notably, however, this is a risky technique, as if the player fails to destroy the swarm, it will be in the highly dangerous state of agitation ''and'' be perfectly placed to destroy the player. This technique is often referred to as 'Painbeavering', for the player who first discovered and mastered its use.
If the destruction of the swarm is absolutely required, there is an advanced technique that can be employed, taking advantage of the Swarm's targeting procedures. Upon being agitated, the swarm must move to at least 1.8km away from any enemies before it can switch to missile mode, and while it attempts to do so, it will often swap to a very easy-to-hit 'cone' formation. Using this knowledge to your advantage, a player can ''intentionally'' agitate a swarm, and then give chase, not allowing it to move further than 1.8km away. At this point, the player can fire point-blank shots into the swarm, generally destroying it in just a few rounds. Notably, however, this is a risky technique, as if the player fails to destroy the swarm, it will be in the highly dangerous state of agitation ''and'' be perfectly placed to destroy the player. This technique is often referred to as 'Painbeavering', for the player who first discovered and mastered its use.
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===Caustic Missiles===
===Caustic Missiles===


After the destruction of the second heart, the Interceptor will launch a wave of powerful ''Caustic Missiles''. These are slower and more easily dodgeable than the ones fired by Scouts, but deal vastly more damage. Like the scout variant, they ignore shields and deal damage to hulls directly, and they do not go away on their own. They must be removed either by Decontamination Limpets, overheating the ship, or docking and repairing. Interceptors will launch additional missiles at 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 dodgeable than the ones fired by Scouts, but deal vastly more damage. Like the scout variant, they ignore shields and deal damage to hulls directly, 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.


The Thargoid has an unlimited number of these missiles, but will only fire one per target it can see.  
The Thargoid has an unlimited number of these missiles, but will only fire one per target it can see.  
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===Shutdown Field===
===Shutdown Field===


Following the destruction of the second to last heart, the Thargoid will employ a Shutdown Field; an EMP-like pulse that forces all ships in a multi-kilometer radius to shut down and reboot, leaving them helpless under the Thargoid's fire. This will be announced via a warning message on the player's HUD.
Following the destruction of the second to last heart, the Thargoid will instead employ a Shutdown Field; an EMP-like pulse that forces all ships in a multi-kilometer radius to shut down and reboot, leaving them helpless under the Thargoid's fire. This will be usually be announced via a warning message on the player's HUD.


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 desynchronzied.
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 desynchronzied.
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*'''Engines''' - Possibly the most critical of all engineering, it takes a powerful engine to cold orbit; the more powerful the engine, the more easily the orbit can be maintained. Dirty Drives and Drag Drives are the only good choice.
*'''Engines''' - Possibly the most critical of all engineering, it takes a powerful engine to cold orbit; the more powerful the engine, the more easily the orbit can be maintained. Dirty Drives and Drag Drives are the only good choice.


== Combat ==
== So, you're ready to start. ==


===Locating a Thargoid===
===Locating a Thargoid===
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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 and 1500m while sustaining fire to break the Thargoid's regeneration and/or destroy the heart.  
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 heart.  


===Fire Groups===
===Fire Groups===
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=== Approaching your first Thargoid. ===
=== Approaching your first Thargoid. ===
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.
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.


Start by moving to a distance just shy of your maximum range, and tag the interceptor with your 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.  
Start by moving to a distance just shy of your maximum range, and tag the interceptor with your 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.