Thargoid Combat: Difference between revisions

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[[File:Golden Elite logo cropped.png|250px|right|link=Pilots Federation]]
 
'''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 thewas central focus of the currentSecond Thargoid War before its conclusion with the destruction of Titan Cocijo in narrative3310.
 
This guide is designed to help players learn the details toof ''getgetting started'' fightingin thisThargoid dangerous enemycombat.
 
== Thargoids ==
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=== Scouts ===
 
The smallest and weakest Thargoid 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 thargoidsThargoids), Enciters (Capablecapable increasing the speed and agility of nearby thargoidsThargoids), and Berserkers (capable of increasing the damage of nearby thargoidsThargoids and prompting them to launch additional missiles.). All scouts arehave significant damage resistantresistance to human weapons, but still take approximately 33% damage from all human damage typesweaponry.
 
'''=== Hunters''' ===
Hunter-class vessels are a new creation by the Thargoids, and 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 FSD-reboot missiles, preventingthat theircause targets fromFSD escapingreboots, and have an anti-guardianGuardian field, rapidly damaging Guardian modules and weaponry on nearby ships. While dangerous, these vessels can be taken down effectively via gimballedgimbaled Enhanced AX Multicannons. ▼
 
▲Hunter-class vessels are a new creation by the Thargoids, and 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 FSD-reboot missiles, preventing their targets from escaping, and have an anti-guardian field, rapidly damaging Guardian modules on nearby ships. While dangerous, these vessels can be taken down effectively via gimballed Enhanced AX Multicannons.
 
=== Interceptors ===
 
The next four varieties are all described as [[Thargoid Interceptor|'''Interceptors''']]. 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 players. However, if they scan a player carrying Guardian or Thargoid materials, they will warn - and then attack - the player in question, as well as any bystanders in the area. They will also attack immediately if any scouts are in the area. 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 ===
 
Interceptors have a specialized organ called a 'Heart', which renders the interceptor nearly invulnerable to damage on top of its near 100% damage resistance to human weaponry. Hearts have two modes.: Byby default, they are inactive, and give Interceptorsthe interceptor a slow, passive armorhull regeneration. If you deal enough damage is dealt to athe thargoidInterceptor, 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 awayat least 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 spotpetal 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 cause the petal to break off, with the process startsstarting over with the next heart.
 
More difficult interceptors will 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 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, or only using lasers to accelerate their removal, or simply ramming the interceptor to break the shield.
 
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.
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! Threat Level
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| ''Cyclops''
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[[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 ''directly through'' theshields shield, all while dealingonto the same damage to the shield itself!hull. This damage is multiplied even further by the fact a shield has a larger and easier-to-hit hitbox. A shielded ship canwill easilyhave takea dozensmuch ofmore timesdifficult moretime damageagainst froma aThargon swarm than an identical unshielded vessel!one.
 
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;. agitationAgitation 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. Thargoid Interceptors can also trigger this enraged state if a Heart has not been destroyed after 7 minutes, instantly regenerating the swarm after it is destroyed.
 
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?