Thargoid Combat: Difference between revisions
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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 targeting 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 by. 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 venting capability is reduced alongside damage; 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.
*'''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.
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