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You wont' be able to explore. The entire region is permit locked, so once the first system is charted, there is no more exploration until Gnosis moves on, so at most 4 systems will be explored. (Assuming FD doesn't null the permit lock later)
Second, how you do know we won't be able to jump to other stars in the Cone System once we are there?
Because Permit locks stop Hyperspace transit entirely.
And I don't think Cone Sector is scouted at all, because while cone Sector was not permit locked, it had a "Wall" of insurmountable permit-locked region, about 400LY across, even Neutron Boost with all the new Goodies couldn't pass, the only way in was via the 555LY Jump range of a Megaship (Which is why Gnosis was headed there)
Ok. At the very least it should be interesting. Since the recent update is of ZERO interest to me I am glad to be doing this.
Yeah, once you realize that Player Faction Megaship Flight Plans are submitted at least one month in advance, other pieces start to fall into place. I think FD is using this as an opportunity to actually create some "Narrative" because if the Cone sector wasn't completely permit locked arbitrarily, everyone would just bring Lightweight explorers. I know I was originally planning on bringing my ASP until the Hydra news came out.
But combine the 3 facts that Gnosis' flight plan has been known well in advance, the Regions became Permit locked, stifling typical interstellar exploration, and the sudden Galnet news article about the high thargoid presence in this previously uncharted section of space, I think if you read between the lines, they've got somethin gplanned.
Yeah. I was pretty sure something was planned by FDev when I decided to hop on the Gnosis. I just didn't think it would be Thargoids.
So... Can someone share a minimum viable Krait build that's good against 'goids? I have to get grinding and see if I can upgrade and get to the gnosis in time. Good news is I already have a decent amount of Guardian blueprints and mats on hand.
Have any Guardian equipment?
If you do: 2x Flak, 3x Gauss, and as much Hull Reinforcement as you can get while still having an AFM and Module Reinforcement.
If not... I'm not too sure, Guardian equip makes it easy mode, wait for Turd Fergesson.
Do I need Guardian hull & mod reinforcements or is the standard stuff good? I probably have time to unlock some weapons. I take it hull is more important than shields? I currently have 6C Bi-weave, G5 Thermal, plus a couple of resistance aug boosters.
Thargoids deal Caustic and Absolute damage, so maximize your Hullpoints and Shieldpoints, since resistances do not help. If you want to re-tune some Bi-Weaves to Reinforced, that would be ideal, or use Prismatics if you got them, though the use is a bit dubious... Against anything stronger than a Cyclops, once your shields are down, assume they're going to stay down.
Gauss Cannon is far and away the best, if you're coming in something that has a fighter bay, unlock the Javelin and Lance, in that order (Typically AI won't score hits on the hearts, so just have them help exhaust the hearts, both the Lance and Javelin can do this, but the Javelin is much, much better)
What about decontamination limpets? is that a must, or is there any other way to deal with contamination?
Decon Limpets help, but you can always cook your hull via Silent Running instead. This is typically a bad idea in combat, especially if you still have some shield left. Caustic DOT is removed at around 200% Heat, so you need to get very, very hot.
Also, to anyone who plans on using fighters, make sure you have Hotkeys to recall the fighter to your side (not actually dock) so it doesn't draw attention away from you and ♥♥♥♥ up Heart shots, typically I have the Fighter tailing me until the Thargons are destroyed, then I send it in to weaken the hull of the Thargoid, when the hearts are exposed I recall it back (Follow Me) and take my shots.