I put 2 gimbeled thermal vent beams in the small slots. The temp goes so low that ice builds up on the cockpit AND the low temp makes it impossible for the scouts to target you. My personal best is 27 kills with ZERO damage taken. Give it a try, it's almost too easy.
A couple of updates for 2022 in-case someone comes by his video: - Scout XP was nerfed by 1/3 so you are getting roughly .83 exp a kill at Deadly instead of 1.25. They may also be a little tougher than then, IDK. They are still pretty decent. You may also try hazres or compromised nav beacons which grant more credits. - Thargoid combat zones are harder to come by and they are generally tied to CG events. Maybe this Nov they will be more common - Also: Be warned about bringing a ship-launched fighter! He does have one in his build and for good reason. Your experience is shared roughly evenly with your NPC Crewmate effectively halving your progress!
I always play your video so that you can get a view even though I do not want to make the scout killer build, thank you very much for making such videos.
The anaconda is the best ship for scouts, since it has hard points for 4 x class 3 turret AX multi cannon which eats through scouts in a few seconds, it also has enough slots to hull tank. Use the Anaconda you do not need fast manoeuvrability with turret AX multi cannons .
Python is also a good choice. Thargoid scouts can be killed with normal non-Ax weapons, so a build with 3 Large Ax Turreted multi-cannons, and 2 normal multi-cannons will rip through a Thargoid scout in about 3 to 4 seconds of sustained fire. If you have 1,200 shields or more (Guardian shield boosters are a good idea) you can take on 8 Thargoid scouts at a time without ever losing shields. It's a good idea to carry a decontamination limpet controller and a few limpets just in case you get slimed, but you can avoid it most of the time when fighting 4 Thargoids at the same time. A good place to go is Kipling Orbital in Pleiades Sector KC-V c2-11. It's a small system with only one planet and a moon, but with usually 100+ Non Human Signal Sources, so you never need to travel very far to find a ton of Thargoid scouts. Check out the Threat level 4 sources. These come in 3 different flavours: 4 regular scouts, 6-8 assorted scouts with regenerator / beserker support, or a wave situation where two new scouts arrive every 2 minutes or so up to about 16 altogether. Lots of fun!
My build is very similar to yours - you have around 400 more shield (because I ran out of something when engineering my boosters - but you are right, even at around 1200 I don't think I've ever lost more than 1 ring fighting scouts) and 700 more armour than my build (because I have a GFSD booster fitted because I'm time poor when it comes to gaming). I find even with these I can run my guns out of ammo and make it back to a station without getting to the point where I am worried about hull. I think the lowest I've seen was about 20%. I didn't bother with reactive armour as it's so much more expensive than military armour and because scouts deliver absolute damage, the reactive bonus doesn't make any difference and thus just increases your rebuy massively if you do die. I am using a long range beam laser in the "spare" turret to "tag" targets as you suggest, it seems to work well.
Thanks for the tips. I tried out your build with a few amendments and it worked just fine. The ship is a beast and great fun to fly. The caustic burn off worked as well but waiting for the shields to rebuild was a bit tedious but I can live with it. Thanks again for the great guidance.
I can’t tell you how much your videos have helped my ED gameplay. Just fought my first thargoid the other day and was curious how to build a ship for it. Then this vid pops up, lol
I had created almost the same build against big thargoid ships, but no shield, full of hull reinforcements, it works amazingly well and you don't have to worry about the shield nullification effect. I use guardian weapons (3 plasma chargers), a medium thermal vent gimballed beam for heat dissipation and the anti-swarm gun. Ship is so fast and maneuverable, it never gets in trouble.
You should try decontamination limpets. They work really well. I never leave battle less than 95% hull. It saves a lot of money. Point defenses can shoot the missiles down.
T10 is maneuverable enough for scouts if you use FA off. Use one to train up my crew member. FA off is easy with the T10 since it's so big and sluggish. But it helps improve the pitch speed quite a bit. I use 7A thrusters with G5 Dirty/drag drives.
Actually I would put Decontamination Limpet Controller and small Cargo Rack in smallest slots, it's better solution time-wise to use the limpet than overheating your ship
Guardian HRPs only give 5% Caustic resistance and Meta-Alloy give 3% (which had become a local meme at AXI). That resistance is also useless while you have shields up, since bleed-through phasing damage is converted to Absolute.
correct. the guardian module reinforcements are the only one worth getting. more armour and protects against interferance. Guardian shield boosters with biwave thermal resistance and quick charge will give you so much shield power and regenrative capacity you stay in a combat area a long long time. even repair your hull when under atack.
Great build, may have finish upgrading my Krait - Just went up 4% in 2 runs on Deadly rank. I was doing CNB's to rank up but that was taking forever. Just want to finally reach 3x Elite already, LoL
Spent 2 days collecting mats to finish modding my HR's and now consistently going up 3% a run! Have gone up from 48% to 69% on deadly since starting doing this, would have been more but lost a day due to the launcher bug on the last patch. Off work today today so will see how much further I can get. Like shooting fish in a barrel.
If you have plenty of money, a T10 is just about perfect for a build like this. You don't have to be agile, because it has 2 large hardpoints on both top and bottom; put 4 turreted AX Multicannons on those and it doesn't matter much that you're slow. Meanwhile it has 3 medium and 2 small hardpoints as well...I fill the mediums with long range / thermal vent beam lasers and put a couple long range / stripped down pulse lasers on the smalls, all gimbaled. That way you can reach out and put a hit on things out to 6k, and you can keep the ship iced over just about all the time, which keeps them from targeting you. Plus the T10 has so much space in utility and optional internal...filled up with shield boosters and hull reinforcement I get over 5k shield and 7k hull HP! If I had a prismatic shield I could get up to 6k shields without any reduction in hull. Only drawback is the expense; it's about a $700M build / $35M rebuy. You don't want to lose it.
Great video, as always. Just getting into Thargoid hunting to rank up (15% thru Master) and had a few questions about the build. Why not use Guardian hull reinforcement? Isn't it more resistant to Thargoid damage? I would love to save the materials on engineering the Hull Reinforcement Package by using Guaredian Hull Reinforcement if the end results are relatively close. Also is it necessary to run more than one decon limpet at a time? I am seeing builds with 5E Decon controllers, which seem to be a waste of a class 5 slot. Lastly, is a collector limpet helpful with Thargoids? Don't care about selling stuff, but for collecting Thargoid specific materials, if they even exist.
I currently building a krait to take on thargoids and I understand this build is only for scouts but is there a reason you don't use the guardian PP PD and shield @Down To Earth Astronomy
Just what I'm looking for D2EA! I'm just about finished with my Bounty/Combat MKII and was starting to think how I'd change it to dip my toes in 'Goid hunting.. 👍
Alternatively, if you unlock one of the Guardian weapons (that normally run way too hot to use for most ships most of the time) you might consider using those for your class 2 slots since class 3 MCs run extremely cool. In particular, the Guardian Gauss Cannon makes an excellent weapon for these slots. They are also still good against human ships and their hitscan nature makes them just as good as the Class 2 MC for tagging human ships at range. EDIT: Also remember with the April 23rd patch we'll all get an extra size 1 slot, including the Kraits. You could put a limpet in there and a size 2 cargo bay and lose very little hull doing so.
I have to ask... since Thargoid defence is all about hitpoints, why go to the expense of reactive bulkheads armour? Military grade composite gives the same hitpoints at less than half the cost.
Is there a reason for using AX Multicannons instead of Enhanced AX Multicannons? I see that both are available in turreted form, and the latter mostly has a small damage buff (about +5%), a significant projectile speed buff (4km/s over 1.6km/s), and a moderately increased power draw (+0.05MW)? Or is the Enhanced version a new variant that didn't exist for this guide yet?
How about 3 gimballed AX instead ? still have target tracking but better than turrets. Heatsinks for when running hot instead of boosters ? ( have a prismatic over the regular ) Agree ?
No fuel scoop? Seems risky, unless the system you're fighting in has a station. Also, it's hard being on DW2 and not having an alt account to shoot bugs in with this loadout. Have to wait til I get back, I suppose. Thanks for the vid!
I'm running a Mamba build for scout hunting, that ship is so fast I just fly straight at them with my guardian Gauss cannons and G5 rail guns now it's too easy
Wondering if putting 3 turreted AX multis in the Large hardpoints and then 2 turreted (or fixed) Guardian Shard cannons in the Mediums would be a good idea? Even with fixed Shards, you basically have a 1.7km range shotgun that does excellent DPS and has good firing arc coverage especially in close. Seems a better idea than a class 2 AX and a regular multi that does very little damage anyways.
unfortunately you have a max of 4 AX/Guardian weapons. For hunting scouts size 3 turreted AX multi cannons are the best to use, You could use x2 AX + x2 shard (to be honest I haven't tried this bulid) but for quick kills I would think (unless you're a ace pilot, I'm certainly not) the DPS on 3 AX vs 2 AX+2 shard the 3 turreted AX would win
It's kind of funny. You are saying that you need a ship that can pitch really well so your turrets tracking system can keep up with the scouts.... BUT ALL I THINK ABOUT WHEN HEARING THIS IS GIMBALLED AX WEAPONS XD
He has a fleet carrier. You’ll have to ditch a hull reinforcement for a fuel scoop. I’m poor too, 😁 slowly working toward the 5 billion so I can get me a mobile base of operations (fleet carrier) (more like 10 bil to outfit and pay upkeep) lol, something else to grind for 🤪
@@silentjay3272 anyone reading this, at the moment there are attakcs in systems that are inhabited. go to merope with an asp and have the krait sent to you (cost 5m(
@@DowntoEarthAstronomy at the begginning of the video you are showing with an external cam your ship docked. That blur...that camera motion...is that you manually? Or it's something automated?
Dunno why but your build link is borked. For me at least. Tried it in Edge and Firefox and both die horribly. I've actually had this for a while now with your build links.
Must be something on your side, the build link opens up at normal speed in my browsers (firefox, chrome, edge). Maybe your system somehow does not like redirections out of TH-cam? So instead of clicking on the link, you could try to copy it as text and paste it into your browser.
@@Unarybit It appears there was a cookie for the old coriolis beta site on my system that was gumming up the works. Got rid of that particular cookie and now the links seem to be good
If anyone is interested in how well this type of build works - here is a very similar build (less engineering, different weapon set up) with no Guardian mods making light work of some scouts... th-cam.com/video/krtxaMGrnUM/w-d-xo.html
A Cyclops gives you the same xp as a scout... They both count as one elite kill. So for grinding rank, scouts are the easiest way. However you only get 10000 credits per scout Vs 2 million for a Cyclops.
I have to say but this no challenge at all with a ship this over engineered. I personally stopped visiting engineers after the first 3 in the game. Like Si Mon said a middleclass ship like MK2 or Python does this job very well with 3 standard 3 AX Guns and some stuff. And i managed to kill 8 scouts with 2000 hull and 670 shield (berserker, and the other one :-) more or less good - but it was a thrill. And the ship is just a bit improved. But with all this reinforced guardian, thargoid hull and weapons its sensless. Try it out and you will have fun and dont forget a lot of limpets ;-)))
I put 2 gimbeled thermal vent beams in the small slots. The temp goes so low that ice builds up on the cockpit AND the low temp makes it impossible for the scouts to target you. My personal best is 27 kills with ZERO damage taken. Give it a try, it's almost too easy.
So 3L AX MC turret and 2M Beam efficient grade 5 with thermal vent gimbaled is a good choice ?
1F or 2E ?????
A couple of updates for 2022 in-case someone comes by his video:
- Scout XP was nerfed by 1/3 so you are getting roughly .83 exp a kill at Deadly instead of 1.25. They may also be a little tougher than then, IDK. They are still pretty decent. You may also try hazres or compromised nav beacons which grant more credits.
- Thargoid combat zones are harder to come by and they are generally tied to CG events. Maybe this Nov they will be more common
- Also: Be warned about bringing a ship-launched fighter! He does have one in his build and for good reason. Your experience is shared roughly evenly with your NPC Crewmate effectively halving your progress!
Does the crewmember need to be actively deployed to affect XP progress? Or is it like the profit share, which is subtracted regardless?
Small nitpick.. The thumbnail shows a phantom but the build is a mk2. Other than that, the video was great. Keep it up with the quality content!
I always play your video so that you can get a view even though I do not want to make the scout killer build, thank you very much for making such videos.
The anaconda is the best ship for scouts, since it has hard points for 4 x class 3 turret AX multi cannon which eats through scouts in a few seconds, it also has enough slots to hull tank.
Use the Anaconda you do not need fast manoeuvrability with turret AX multi cannons .
Python is also a good choice. Thargoid scouts can be killed with normal non-Ax weapons, so a build with 3 Large Ax Turreted multi-cannons, and 2 normal multi-cannons will rip through a Thargoid scout in about 3 to 4 seconds of sustained fire. If you have 1,200 shields or more (Guardian shield boosters are a good idea) you can take on 8 Thargoid scouts at a time without ever losing shields. It's a good idea to carry a decontamination limpet controller and a few limpets just in case you get slimed, but you can avoid it most of the time when fighting 4 Thargoids at the same time. A good place to go is Kipling Orbital in Pleiades Sector KC-V c2-11. It's a small system with only one planet and a moon, but with usually 100+ Non Human Signal Sources, so you never need to travel very far to find a ton of Thargoid scouts. Check out the Threat level 4 sources. These come in 3 different flavours: 4 regular scouts, 6-8 assorted scouts with regenerator / beserker support, or a wave situation where two new scouts arrive every 2 minutes or so up to about 16 altogether. Lots of fun!
My build is very similar to yours - you have around 400 more shield (because I ran out of something when engineering my boosters - but you are right, even at around 1200 I don't think I've ever lost more than 1 ring fighting scouts) and 700 more armour than my build (because I have a GFSD booster fitted because I'm time poor when it comes to gaming). I find even with these I can run my guns out of ammo and make it back to a station without getting to the point where I am worried about hull. I think the lowest I've seen was about 20%. I didn't bother with reactive armour as it's so much more expensive than military armour and because scouts deliver absolute damage, the reactive bonus doesn't make any difference and thus just increases your rebuy massively if you do die. I am using a long range beam laser in the "spare" turret to "tag" targets as you suggest, it seems to work well.
Thanks for the tips. I tried out your build with a few amendments and it worked just fine. The ship is a beast and great fun to fly. The caustic burn off worked as well but waiting for the shields to rebuild was a bit tedious but I can live with it. Thanks again for the great guidance.
I can’t tell you how much your videos have helped my ED gameplay. Just fought my first thargoid the other day and was curious how to build a ship for it. Then this vid pops up, lol
nice pointer about the overheat and burn off of caustic.
I had created almost the same build against big thargoid ships, but no shield, full of hull reinforcements, it works amazingly well and you don't have to worry about the shield nullification effect. I use guardian weapons (3 plasma chargers), a medium thermal vent gimballed beam for heat dissipation and the anti-swarm gun. Ship is so fast and maneuverable, it never gets in trouble.
You should try decontamination limpets. They work really well.
I never leave battle less than 95% hull. It saves a lot of money. Point defenses can shoot the missiles down.
Jastus, point defense does not work on caustic missiles.
LOL "Face Tank" my favourite gaming term :P
T10 is maneuverable enough for scouts if you use FA off. Use one to train up my crew member. FA off is easy with the T10 since it's so big and sluggish. But it helps improve the pitch speed quite a bit. I use 7A thrusters with G5 Dirty/drag drives.
Actually I would put Decontamination Limpet Controller and small Cargo Rack in smallest slots, it's better solution time-wise to use the limpet than overheating your ship
Guardian HRPs only give 5% Caustic resistance and Meta-Alloy give 3% (which had become a local meme at AXI). That resistance is also useless while you have shields up, since bleed-through phasing damage is converted to Absolute.
correct. the guardian module reinforcements are the only one worth getting. more armour and protects against interferance. Guardian shield boosters with biwave thermal resistance and quick charge will give you so much shield power and regenrative capacity you stay in a combat area a long long time. even repair your hull when under atack.
Great build, may have finish upgrading my Krait - Just went up 4% in 2 runs on Deadly rank. I was doing CNB's to rank up but that was taking forever. Just want to finally reach 3x Elite already, LoL
Spent 2 days collecting mats to finish modding my HR's and now consistently going up 3% a run! Have gone up from 48% to 69% on deadly since starting doing this, would have been more but lost a day due to the launcher bug on the last patch. Off work today today so will see how much further I can get. Like shooting fish in a barrel.
If you have plenty of money, a T10 is just about perfect for a build like this. You don't have to be agile, because it has 2 large hardpoints on both top and bottom; put 4 turreted AX Multicannons on those and it doesn't matter much that you're slow. Meanwhile it has 3 medium and 2 small hardpoints as well...I fill the mediums with long range / thermal vent beam lasers and put a couple long range / stripped down pulse lasers on the smalls, all gimbaled. That way you can reach out and put a hit on things out to 6k, and you can keep the ship iced over just about all the time, which keeps them from targeting you. Plus the T10 has so much space in utility and optional internal...filled up with shield boosters and hull reinforcement I get over 5k shield and 7k hull HP! If I had a prismatic shield I could get up to 6k shields without any reduction in hull. Only drawback is the expense; it's about a $700M build / $35M rebuy. You don't want to lose it.
Build: s.orbis.zone/9rrm
a Thargoid scout disliked the video.
HAHAHAHAHAHAHHA
10 of them
12 now
Great video, as always. Just getting into Thargoid hunting to rank up (15% thru Master) and had a few questions about the build.
Why not use Guardian hull reinforcement? Isn't it more resistant to Thargoid damage? I would love to save the materials on engineering the Hull Reinforcement Package by using Guaredian Hull Reinforcement if the end results are relatively close.
Also is it necessary to run more than one decon limpet at a time? I am seeing builds with 5E Decon controllers, which seem to be a waste of a class 5 slot.
Lastly, is a collector limpet helpful with Thargoids? Don't care about selling stuff, but for collecting Thargoid specific materials, if they even exist.
What's the gimballed MC vs turreted AX canon dps? Does the loss by being a turret still outweigh the MC for not being AX?
I currently building a krait to take on thargoids and I understand this build is only for scouts but is there a reason you don't use the guardian PP PD and shield @Down To Earth Astronomy
Cool been waiting for this thanks
Just what I'm looking for D2EA! I'm just about finished with my Bounty/Combat MKII and was starting to think how I'd change it to dip my toes in 'Goid hunting.. 👍
I’ve found that almost this exact build works great, even without engineering.
Alternatively, if you unlock one of the Guardian weapons (that normally run way too hot to use for most ships most of the time) you might consider using those for your class 2 slots since class 3 MCs run extremely cool. In particular, the Guardian Gauss Cannon makes an excellent weapon for these slots. They are also still good against human ships and their hitscan nature makes them just as good as the Class 2 MC for tagging human ships at range.
EDIT: Also remember with the April 23rd patch we'll all get an extra size 1 slot, including the Kraits. You could put a limpet in there and a size 2 cargo bay and lose very little hull doing so.
I have to ask... since Thargoid defence is all about hitpoints, why go to the expense of reactive bulkheads armour? Military grade composite gives the same hitpoints at less than half the cost.
Isn’t military a lot heavier?
Nope, same mass
Is there a reason for using AX Multicannons instead of Enhanced AX Multicannons? I see that both are available in turreted form, and the latter mostly has a small damage buff (about +5%), a significant projectile speed buff (4km/s over 1.6km/s), and a moderately increased power draw (+0.05MW)?
Or is the Enhanced version a new variant that didn't exist for this guide yet?
How about 3 gimballed AX instead ? still have target tracking but better than turrets.
Heatsinks for when running hot instead of boosters ? ( have a prismatic over the regular ) Agree ?
No fuel scoop? Seems risky, unless the system you're fighting in has a station.
Also, it's hard being on DW2 and not having an alt account to shoot bugs in with this loadout. Have to wait til I get back, I suppose. Thanks for the vid!
There are systems in an incursion inside the bubble, some in the core of the bubble so a fuel scoop isn’t really that required.
I'm running a Mamba build for scout hunting, that ship is so fast
I just fly straight at them with my guardian Gauss cannons and G5 rail guns now it's too easy
Wondering if putting 3 turreted AX multis in the Large hardpoints and then 2 turreted (or fixed) Guardian Shard cannons in the Mediums would be a good idea?
Even with fixed Shards, you basically have a 1.7km range shotgun that does excellent DPS and has good firing arc coverage especially in close. Seems a better idea than a class 2 AX and a regular multi that does very little damage anyways.
unfortunately you have a max of 4 AX/Guardian weapons.
For hunting scouts size 3 turreted AX multi cannons are the best to use,
You could use x2 AX + x2 shard (to be honest I haven't tried this bulid) but for quick kills I would think (unless you're a ace pilot, I'm certainly not) the DPS on 3 AX vs 2 AX+2 shard the 3 turreted AX would win
Or put the AX cannons on top then 2 gause cannon on the medium underneath ?
It's kind of funny. You are saying that you need a ship that can pitch really well so your turrets tracking system can keep up with the scouts.... BUT ALL I THINK ABOUT WHEN HEARING THIS IS GIMBALLED AX WEAPONS XD
Is this the Viking way to kill thargoids? Haha👍
Nice thank you sir
Anyone who can help me find Thargoid combat zones?
Is an Alliance Chieftain a good choice?
Yes. It works great with this same loadout.
with a jump range of 22ly no fuel scoop, how exactly do you get to the thargoids though?
He has a fleet carrier. You’ll have to ditch a hull reinforcement for a fuel scoop. I’m poor too, 😁 slowly working toward the 5 billion so I can get me a mobile base of operations (fleet carrier) (more like 10 bil to outfit and pay upkeep) lol, something else to grind for 🤪
@@silentjay3272 anyone reading this, at the moment there are attakcs in systems that are inhabited. go to merope with an asp and have the krait sent to you (cost 5m(
Why you put phantom on a krait vid?😁
How do you make the camera outside to move automatically that way? Im on PC
what do you mean? automatically?
@@DowntoEarthAstronomy at the begginning of the video you are showing with an external cam your ship docked. That blur...that camera motion...is that you manually? Or it's something automated?
That's all done manually
I was going to ask if a Federal Corvette would work... but it has only 1 large... maybe I'll stick with my Python, or an Anaconda...
you might as well use the imperial cutter ;)P
@@s4ss1n Don't have it. Yet. :D
Orbis link is broken :(
No fuel scoop?
I put in a 4A fuel scop instead of the 4A hull reinforcement package... reduces the armour to around 4,700, but it still should be enough.
Dunno why but your build link is borked. For me at least. Tried it in Edge and Firefox and both die horribly. I've actually had this for a while now with your build links.
Must be something on your side, the build link opens up at normal speed in my browsers (firefox, chrome, edge).
Maybe your system somehow does not like redirections out of TH-cam? So instead of clicking on the link, you could try to copy it as text and paste it into your browser.
@@Unarybit It appears there was a cookie for the old coriolis beta site on my system that was gumming up the works. Got rid of that particular cookie and now the links seem to be good
@@roberthadfield2839 Ah that's why, interesting...
If anyone is interested in how well this type of build works - here is a very similar build (less engineering, different weapon set up) with no Guardian mods making light work of some scouts...
th-cam.com/video/krtxaMGrnUM/w-d-xo.html
I've been killing scouts and cyclops and still just master rank
It takes 1600 kills per rank from master to dangerous to deadly to elite.
A Cyclops gives you the same xp as a scout... They both count as one elite kill. So for grinding rank, scouts are the easiest way. However you only get 10000 credits per scout Vs 2 million for a Cyclops.
@@Xavanux 1600 x 3 = 4800 kills. Is that what you mean?. Cause that's a grind lol :)
yay! im number 600 like.......and my mother said i'd never be anything! ha mom IN YO FACE!
No decon limpets?
I have to say but this no challenge at all with a ship this over engineered. I personally stopped visiting engineers after the first 3 in the game. Like Si Mon said a middleclass ship like MK2 or Python does this job very well with 3 standard 3 AX Guns and some stuff. And i managed to kill 8 scouts with 2000 hull and 670 shield (berserker, and the other one :-) more or less good - but it was a thrill. And the ship is just a bit improved.
But with all this reinforced guardian, thargoid hull and weapons its sensless. Try it out and you will have fun and dont forget a lot of limpets ;-)))
Very inefficient build.