Bainsey7The last two work well enough for taking on scouts too but you can pretty much kill them in anything.
Glaives and Scythes are scouts.
Bainsey7The last two work well enough for taking on scouts too but you can pretty much kill them in anything.
Shg56Bainsey7The last two work well enough for taking on scouts too but you can pretty much kill them in anything.
Glaives and Scythes are scouts.
Shg56
Glaives and Scythes are scouts.
Shg56I guess cmdr. Thinder wants medium ship which is capable of taking on any thargoid ship in any situation (ATAS). For that consider Chieftain, it is fast and very agile and it deals with any thargoid by winning the battles or surely escaping distraction. Arm it with 3 pre-engineered AX multies (2x3C+1x2E) and 3x1E beams engineered level 5 long range, 2 with vent and 1 oversized. You need 5A power plant level 5 armoured with thermal spread, it will provide enough power for everything on the ship with 5-6% extra capacity and it allows to boost to 543 which could be a life saver when dealing with Basilisk. Life Support 5A light level 4 or 5, it will give to enough time to return if you lose your canopy which happens quite often when fighting with glaives. Sensors 5A long range level 3. The rest core is all High As, all engineered to level 5. Utilities: advanced xeno, pre-engineered caustic, heat sinks, pulse neutraliser. Hull tank it with HRPs heavy duty deep plated, use two guardian MRPs 5D and 4D-in military slot. If you are planning to go to maelstrom change guardian MRPs to regular ones. When fighting the thargoids, fly by constantly boosting, don't sit in the same spot, use beams and multies at the same time it will keep your heat level at 50%. That ship shreds regular scouts easily 2-3 mil per trip to ax zone, could take down 10 scythes or 2 glaives if you don't lose your canopy. I am able to take down 3 cyclops per trip, still working on Basilisk I am at 4 hearts level now. Hope it will help.
Faizaok so it is clear that i need to learn to fuel scoop more effectively
im unclear on how to get close enough to the star that fuel scoop activates, but not close enough that i get emergency stopped and sucked into the star
tried to make the journey from terra to domino, it was about 9 jumps but i needed to fuel scoop and it was pretty nerve wracking and i took a lot of heat damage. im concerned about making the trip back home since it's also about 9 jumps.
any tips?
Kasumi GotoI would actually recommend just ditching Guardian module reinforcements entirely - they don’t provide a huge durability boost, and Glaives will melt them like any other Guardian module*. That’s why my build for the Krait(if I ever use it again) has ditched them for the regular module reinforcements.
*Except hull reinforcement, but I don’t see anyone use that outside of Maelstrom explorers.
TiggerFaizaok so it is clear that i need to learn to fuel scoop more effectively
im unclear on how to get close enough to the star that fuel scoop activates, but not close enough that i get emergency stopped and sucked into the star
tried to make the journey from terra to domino, it was about 9 jumps but i needed to fuel scoop and it was pretty nerve wracking and i took a lot of heat damage. im concerned about making the trip back home since it's also about 9 jumps.
any tips?
Firstly, stay out of the exclusion zone have orbit lines on
Second if you can keep your scoop rate to 50-60% of the max for that scoop you should not over heat
Shg56
The MKII that you posted is under powered, 2% above its powerplant capacity of course it could not afford 2 guardian MRPs. 2 guardians only allow 1% damage to powerplant if you switch to regular one it goes to 5%. 2+5=7 could be devastating power loss in heavy thargoid engagement.