Xeno Hunter: Difference between revisions
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=== Krait Mk II === | === Krait Mk II === | ||
The Krait Mk II is a tried and true favorite of maelstrom divers, as it offers substantial firepower and optional internals, while still maintaining good maneuverability. | The Krait Mk II is a tried and true favorite of maelstrom divers, as it offers substantial firepower and optional internals, while still maintaining good maneuverability. | ||
== Commom Mistakes == | |||
Without a solid understanding of AX Mechanics it is very easy to make simple mistake when putting together an AX Ship. Here are some common mistakes people have made in the past… so you don’t have to! | |||
=== Point-Defence Turret === | |||
Although it may seem like a good idea at first, point defence is hopelessly ineffective in Thargoid combat. [[Point Defence Turret|Point Defence]] will fire upon both caustic and Thargon missiles, but it is incapable of actually hitting them. On top of this, they also have a habit of shooting down friendly [[Remote Release Flak Launcher|Flak Launcher]] projectiles. | |||
=== Ship-Launched Fighter === | |||
A somewhat controversial topic as there are still some particular uses for these, however in typical AX fights, [[Ship-Launched Fighters|Ship Launched Fighters]] (or SLFs) are more of a bother than they are a benefit. Due to their paper thin hull, mediocre damage and laughable lifespan, even a SLF in the hands of a good pilot will still be less beneficial to perhaps using that same module slot for some more armour. Keep in mind that an AI pilot will also be taking a cut of all profits and rank obtained in the meantime too. | |||
=== Resistance === | |||
Thargoid weapons deal absolute/caustic damage, this means any Thermal/Kinetic/Explosion resistances on either your shields or hull will do nothing and be completely bypassed. Focus only on absolute shield and hull values. | |||
== Defeating a Thargoid == | |||
To destroy a Thargoid, it is important to understand its shield and regeneration capabilities. There are four variants of Thargoid Interceptors: Cyclops, Basilisk, Medusa, and Hydra. Thargoid Interceptors are protected by a shield which deteriorates over time. It takes 1 minute 45 seconds for a Cyclops shield to fall, 3 minutes for a Basilisk, 4 minutes for a Medusa, and 5 minutes for the Hydra. The rule of thumb is 2, 3, 4, 5. The shield will decay on its own; do not waste ammunition on the shields. | |||
Once you drop into the Non-Human Signal source, the Thargoid will approach and scan you. Either let it scan you and turn away (if you wish to scan it), or begin firing just as it closes within 1.5 km while reversing slowly away. Stay within 1.5 km to avoid the damage falloff at range from gauss, deploy a heatsink, and begin firing, using the reload indicator on your hud to ensure you are firing immediately after your cannons reload (1.6 seconds). After you hear the sound of the heatsink eject, fire another. | |||
When you engage a Thargoid, it will deploy a swarm. The Thargoid will also deploy another swarm every time a heart is destroyed. However if a swarm is still active when a heart is destroyed, the Thargoid will bank the swarm, holding onto it until the other swarm is destroyed or depleted to a very low number (which it will then proceed to refill with the new swarm). | |||
Thargoid weapons deal phasing damage, which means they will deal a percentage of damage directly through your shield, ignoring all resistances. | |||
Once the shield is down, you must damage the hull of the interceptor to “exert” the heart. At this point one of the “petals” will glow red (or become smokey in the case of the hydra). You must hit the glowing part of the petal to damage the heart. You will know when you have destroyed it. | |||
Continue firing until the heart is exerted (glows red and is listed as exerted if you have a xeno scanner equipped). At this point aim at the heart and fire. It should only take 3 direct gauss impacts for a Cyclops, 4 for a Basilisk, 5 for a Medusa, and 12.5 for a Hydra with regular ammunition. | |||
Once the heart has been destroyed, transfer pips 2-4-0. Boost past the Thargoid if within 1 km, and away from the Thargoid if outside of 1 km. The Thargoid will charge yellow and begin chasing you, if it gets within range you will be hit by the lightning which will disrupt your systems, kill your momentum (Regardless of FA-OFF), and drain your shields. | |||
Prior to attacking the next heart, you have a set time period during which the Thargoid is protected by a shield (2, 3, 4, 5 minutes for the respective Thargoid variant). In this time period you have three objectives, destroy the swarm, re-arm, and recharge your shields. After this time period and before the 6 minute mark (7 for Basilisk and Medusa, 8 for Hydra), you must exert and destroy the next heart. Otherwise the Thargoid will become enraged. | |||
From this point on, fights are divided into two phases: swarm and heart destruction. Each Thargoid has a set number of “hearts” (4 on a Cyclops, 5 on a Basilisk, 6 on a Medusa, 8 on a Hydra). After the opening, you have destroyed one heart and have ~7 minutes until the Thargoid becomes “enraged”. An enraged Thargoid will launch a new swarm, and keep replacing it as soon as it is destroyed. The entire swarm will also turn into missiles at once, destroying less armoured ships outright. Enrage means you have likely lost. | |||
=== Alternative way: Cold Orbitting === | |||
Cold orbiting is a technique used mainly with small and medium ships to avoid damage from the Interceptor’s main cannon. Cold Orbiting relies upon using heatsinks to stay cold while moving in an orbiting motion around the interceptor, a Thargoid cannot hit you with their main gun when: You are moving perpendicular to the Thargoid’s facing direction with sufficient speed and your ship’s effective heat is below 20% (Heatsinks, Thermal Vent Beam or Silent Running). Cold orbiting can be used in different phases of the fight, while waiting for a shield to drop, cold orbiting can be maintained with a Thermal Vent Beam. During a Gauss attack run you will require constant heatsinks to avoid going above 20% heat. | |||