Yes but they respawn in a few minutes, unlike the hours that it usually takes after a player kills them.
Khaak Mechanics: Locations, Spawning and Combat.
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Re: Khaak Mechanics: Locations, Spawning and Combat.
I'm finding these annoyingly frustrating to deal with. Not because I don't have the firepower (I have an Asgard parked on top of one), but because actually identifying what to shoot at, when combined with the awkward "architecture", just makes the entire process difficult and time consuming.
Is there an easy way to deal with it? Would I be better off trying OOS combat against the bloody things?
Is there an easy way to deal with it? Would I be better off trying OOS combat against the bloody things?
I can't breathe.
- George Floyd, 25th May 2020
- George Floyd, 25th May 2020
Re: Khaak Mechanics: Locations, Spawning and Combat.
i killed the Kha'ak installation in antigone memorial but i cant find the outpost in asteroid belt. looked all over, as im accustomed to finding them from before.,
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Re: Khaak Mechanics: Locations, Spawning and Combat.
Since 6.00 the NPC factions sometimes offer missions to destroy KHK hives and installations. I think these reveal to you the location of the hive/installation if accepted.
There is some background spawn rate for KHK, even if there is not a hive or outpost in the sector.
There is some background spawn rate for KHK, even if there is not a hive or outpost in the sector.
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Re: Khaak Mechanics: Locations, Spawning and Combat.
The mission does give the orange marker/line to the khaak outpost.
Getting the missions to spawn even if you've seen the khaak active and have also found their base, well..... that's reliant on rng.
Getting the missions to spawn even if you've seen the khaak active and have also found their base, well..... that's reliant on rng.
OOS a Syn will deal with it. They will still take a hour or so. I normally deal with them OOS, on the larger ones that have the separate turret modules scattered about I deal with them myself while another ship or 3 deals with the installation, then I go OOS when I've dealt and leave the AI to finish off.RegisterMe wrote: ↑Fri, 31. Mar 23, 17:51I'm finding these annoyingly frustrating to deal with. Not because I don't have the firepower (I have an Asgard parked on top of one), but because actually identifying what to shoot at, when combined with the awkward "architecture", just makes the entire process difficult and time consuming.
Is there an easy way to deal with it? Would I be better off trying OOS combat against the bloody things?
Re: Khaak Mechanics: Locations, Spawning and Combat.
Hello IG, I am wondering if you can comment on something - I'm not sure if your original post was before or after the change to explore orders.
If I right click explore *on* a hex, I get a (edit) larger explore area than if I right click to explore through a gate.
The bigger circle (right clicking a location to explore) is exactly the right size to hit all the six corners of a default sized map.
For the smaller circle (right clicking a gate to explore) its radius is only about 3/4 of the way to the straight edges of a default sized map.
The big circle is more consistent with your explanation that the "core" is the default map area.
So do I need to go 190km past the big circle, or the small circle?
I know it's a bit pedantic, but your explanation is the only one I've found that comes from code.
edit: are there any new hive systems in 6.0/6.2?
If I right click explore *on* a hex, I get a (edit) larger explore area than if I right click to explore through a gate.
The bigger circle (right clicking a location to explore) is exactly the right size to hit all the six corners of a default sized map.
For the smaller circle (right clicking a gate to explore) its radius is only about 3/4 of the way to the straight edges of a default sized map.
The big circle is more consistent with your explanation that the "core" is the default map area.
So do I need to go 190km past the big circle, or the small circle?
I know it's a bit pedantic, but your explanation is the only one I've found that comes from code.
edit: are there any new hive systems in 6.0/6.2?
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Re: Khaak Mechanics: Locations, Spawning and Combat.
I am not sure if the mechanics have changed. It certainly used to be the case that the gate explore order size was used as that used the appropriate sector values when it was positioned.
Possibly sanctuary of darkness might have Khaak mechanics associated with it. But no other sectors were added to the hive spawn list that I am aware of.