Xeno Hunter: Difference between revisions
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==Where to find Thargoids== | ==Where to find Thargoids== | ||
Thargoids can be found at systems located within the [[Coalsack Nebula|Coalsack]], [[Pleiades Nebula|Pleiades]], [[Witch Head Nebula]]. Through it has been reported by the community that the Pleiades and Witch Head Nebulas seem to have the most Thargoid activity. There are a few ways to find them while within these Nebulas. | Thargoids can be found at systems located within the [[Coalsack Nebula|Coalsack]], [[Pleiades Nebula|Pleiades]], [[Witch Head Nebula]]. Through it has been reported by the community that the Pleiades and Witch Head Nebulas seem to have the most Thargoid activity. There are a few ways to find them while within these Nebulas. | ||
===Non-Human Signal Sources=== | === Non-Human Signal Sources=== | ||
{{Main|Non-Human Signal Source}} | {{Main|Non-Human Signal Source}} | ||
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When a player is Hyperdicted, they will drop out of [[Hyperspace]] somewhere between the star systems they were jumping from. Upon dropping out, the Thargoid will emit an EMP attack shutting the ship’s system down. | When a player is Hyperdicted, they will drop out of [[Hyperspace]] somewhere between the star systems they were jumping from. Upon dropping out, the Thargoid will emit an EMP attack shutting the ship’s system down. | ||
== Suggested Ships == | ==Suggested Ships== | ||
There are three recommended ships for Xeno Hunting. | There are three recommended ships for Xeno Hunting. | ||
=== Alliance Chieftain === | === Alliance Chieftain=== | ||
The shieldless Alliance Chieftain is the undisputed AX meta, just like the [[Fer-de-Lance]] in PVP. Providing good hull, cargo space, agility, and firepower, the Chieftain is able to effortlessly cold orbit while maintaining devastating gauss fire. Its ample hardpoints also allow for four gauss cannons in addition to a flak launcher and thermal vent beam laser. Its sister ship, the Alliance Challenger, provides more damage and hull at the cost of speed. | The shieldless Alliance Chieftain is the undisputed AX meta, just like the [[Fer-de-Lance]] in PVP. Providing good hull, cargo space, agility, and firepower, the Chieftain is able to effortlessly cold orbit while maintaining devastating gauss fire. Its ample hardpoints also allow for four gauss cannons in addition to a flak launcher and thermal vent beam laser. Its sister ship, the Alliance Challenger, provides more damage and hull at the cost of speed. | ||
=== Alliance Challenger === | ===Alliance Challenger=== | ||
The Alliance Challenger, sister ship of the more popular Alliance Chieftain, is a slower alternative with higher damage output against an interceptor’s shields. Depending on preference, it can also have more raw hull than a standard Chieftain build. Its three medium hardpoints with good convergence make it a better platform for running modified Shard Cannons or Plasma Chargers. | The Alliance Challenger, sister ship of the more popular Alliance Chieftain, is a slower alternative with higher damage output against an interceptor’s shields. Depending on preference, it can also have more raw hull than a standard Chieftain build. Its three medium hardpoints with good convergence make it a better platform for running modified Shard Cannons or Plasma Chargers. | ||
=== 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 == | ==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! | 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 === | ===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. | 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 === | ===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. | 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 === | ===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. | 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 == | ==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. | 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. | ||
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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. | 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 === | ===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% ([[Heatsink Launcher|Heatsinks]], [[Thermal Vent]] 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. | 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% ([[Heatsink Launcher|Heatsinks]], [[Thermal Vent]] 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. | ||
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When a countdown is show, it mean the Titan is in a meltdown system, in which Titan will not send any attack anymore. A large explosion will occurr each destroyed Titan, and will disrupt the FSD. An inbox message will be send to the terminator of the Titan. | When a countdown is show, it mean the Titan is in a meltdown system, in which Titan will not send any attack anymore. A large explosion will occurr each destroyed Titan, and will disrupt the FSD. An inbox message will be send to the terminator of the Titan. | ||
== | ==Experimental Fighters== | ||
These are experimental, guardian-tech fighter frames with unique weapons. They have similar manuverability and protection like [[Gu-97]] (that is to say, highly manuverable and lightly protected). Most of the weapons employed by the XG series makes them more effective against Thagroid ships then human craft. | |||
===XG-7 "Trident"=== | |||
All-rounder. Equipped with fixed plasma autocannons. These individually have low damage, but deal absolute damage which ignores damage resistances on shields and hull, making it equally effective against both. The cannons have a unique charge-up period before firing, which requires you to hold the trigger for a moment before seeing results. This can make it kind of akward to use. | |||
===XG-8 "Javelin"=== | |||
Close-range brawler. Equipped with a Shard Launcher projectile weapon that fires a spread of plasma bolts similar to a shotgun blast. Each bolt individually has low damage, but if used at close range where every projectile can hit, can deal sizable damage to shields and hull. Uniquely, this weapon has limited ammo which requires the pilot to regularly restock with the mothership by docking, which severely hampers this ship's effectiveness in prolonged engagements. This is in addition to the weapon requiring reloads between groups of shots and close-range requirement. AI pilots will also routinely require ammo and do not typically try to fire this weapon at as close of a range as they should. | |||
===XG-9 "Lance"=== | |||
Long-range support. Equipped with a Gauss Focus Cannon with high damage-per-shot and good range, but reduced effectiveness against shields and limited ammunition. This weapon makes it more suited to AX combat | |||
==Thargoid Special Abilities== | |||
Thargoid possesses different abilities and attacks: | |||
===Caustic Missile=== | |||
Thargoid possesses a caustic missile. This may quite slow, but once it hit a target, that target not only will takes heavy damage, they will receive a caustic damage effect which they will loss one percent of their hull health every one second (regardless of shield). This effect will prolong indefinitely, and can only clear from special equipments or dock within a station. | |||
===Lightning Attack=== | |||
After the destruction of the first heart, Interceptors will begin to use their lightning when approaching within 800 m which will heavily damage your shields, render you immobile, and knock out your systems. Although your engines may still somewhat function, for a small period of time after the attack, you will struggle to build up speed as your ship will be under a braking effect, FA-OFF does not cancel out this effect. Glaives also possesses a lightning attack, which will recharge Glaive's shield when connect to a ship. | |||
===EMP Wave=== | |||
On the second-to-last heart, the interceptor will use EMP (shut-down field), which will render your ship inoperable for 30 seconds or so (your wing beacon will also turn off because of this). You can avoid triggering the EMP field by being outside of 3 km before it attempts to initiate the attack, or by keeping a low temperature (below 20%). You cannot avoid the EMP once the attack has been queued unless you are beyond 10 kilometers. | |||
===Thargon Swarm=== | |||
A Thargoid Interceptor will deploy Thargon drones, the amount of drone is depending on the variant of the Thargon sender. Thargoid will only deploy them once you have attracted them, which will open fire after then. Thargon drones are not passive, they will attack who attracted Thargoids. They can penetrate a ship's shield when hit, dealing direct hull damage. [[Point Defence Turret]] will fire upon these drones, but with zero damage. Only the [[Remote Release Flak Launcher|Flak Launcher]] can destroy these drones. Once a Thargoid's heart is destroyed, Thargoid takes time to commence an "enraged" status, which Hydra take a longest time. Thargoid in "enraged" status will replace a destroyed drone, which every drone destroyed will be replaced. Thargons will also activate a sucidal bombing run. If a secondary heart is destroyed while in enraged status, Thargon will return to normal status and the timer will be reset. If a secondary heart is destroyed while not in enraged status, the timer will reset. | |||
===Secondary Weapons=== | |||
Thargoids have different variants. Therefore, different weapons. These are: | |||
====Anti-Guardian Field==== | |||
Thargoid Hunter and Thargoid Interceptor Orthrus will employ an Anti-Guardian Field. When a nearby ship is affected, their Guardian modules will decay over time, requires repair from various sources. | |||
====FSD Disruption Missile==== | |||
Used by Thargoid Hunters, they have a missile that not only deal damage, it is capable of disrupt and reboot your FSD for an extended period, like how [[Containment Missile]] [[Powerplay]] weapon does. | |||
====Shield Breach Weapon==== | |||
Thargoid Scout and Interceptor can capable of penetrate a target's shield. Interceptor will fire a high damage weapon and fire three ammo per fire. It takes half a seconds to reload. Scout have a rapid-fire energy weapons that also penetrate their target. | |||
==Tips to hunt Thargoids== | |||
Here are some tips you may need: | |||
*If caustic damage is active and you do not have any modules to clear them, simply firing weapons, turn on Silent Running or whatever you do to overheat your ship. This can clear caustic damage. | |||
**Drawback: Clear a caustic damage using this method will require you to overheat your ship to 180% or 220%, this will cause damage to your ship and modules | |||
*Guardian weapons can deal more damage than AX weapons, and it can be unlocked through [[Technology Broker]]s | |||
*When an EMP wave is imminent and you do not bring modules to counter it, turn your ship to FA-OFF ([[Flight Assist]] off) to drift your ship when your ship has shutdown. | |||
**When use this method, '''KEEP THIS IN MIND!!!''' When your ship shutdown, your ship will continue to drift, meaning your ship will likely collide with something and will deal severe damage to ship, which can destroy your ship in one note. | |||
[[Category:Guides]] | [[Category:Guides]] | ||
[[Category:Thargoids]] | [[Category:Thargoids]] | ||
[[Category:Careers]] | [[Category:Careers]] | ||