AX Restoration tactics

IIRC there's only one surface port.
I thought it functioned as per the old incursions so the 'goids were driven off, but as Op Ida and PDES are stuck clearing alerts in the Bubble the ports in the Witch Head haven't been repaired.
The Witch Head systems aside from Shenve are actually marked as abandoned(but NPCs still fly there). So nothing to repair as ports are offline.
 
Shenve did go into repairing state (when the others switched to abandoned) and the requirements were completed very quickly by a group that happened to be in the area when it occurred.
 
Since the system I was raiding from prior to Update 16, Unkety, is back in Alert status, I did 13 restoration missions last night. The pay is much better (9-13 million per mission). I'd be fine if it was like this in alert systems, and like it was (around 3 million) if not, as long as we could do them when not in alert.

Due to the limited time availability, I won't be doing the Scorpion test (see if scouts linger/never leave/aggro on Scorpions). I did see one linger, briefly, over my Scarab SRV on one mission, but then it left.

Also, the bug where you can't turn some missions, is still there. Out of the 13, I was only able to turn in 11. Unfortunately, it looks like this flag is set BEFORE you turn anything in, as I scanned the whole list before turning in the first mission and only 11 showed. I'll document that in the hell spawned issue tracker when I get home today.

Since I can do the Restoration missions again (for now), I'm postponing my "maintenance mode."
 
Due to the limited time availability, I won't be doing the Scorpion test (see if scouts linger/never leave/aggro on Scorpions).
I can answer that. Did one earlier with a Scorpion(~500m from settlement). One detected it and immediately aggrod as well as began firing. I used my ship recall(place was powered on and I’d gone into a building) to lure the Scout away, so I still had an SRV left afterward.
 
Today I was in HIP 19781, which will be in recovery state for over two weeks, so an early enough state to do some light restorarion missions in system I thought. Picked up two missions and when I came back the whole mission board at Broglie Settlement was empty. Stayed so after re-logging several times. Is this a known bug / behaviour ? Sorry, I did not read the whole thread.. ty

Edit: one of the missions had the "settlement already powered on" bug, I forgot to control that before I took the mission
 
Today I was in HIP 19781, which will be in recovery state for over two weeks, so an early enough state to do some light restorarion missions in system I thought. Picked up two missions and when I came back the whole mission board at Broglie Settlement was empty. Stayed so after re-logging several times. Is this a known bug / behaviour ? Sorry, I did not read the whole thread.. ty

Edit: one of the missions had the "settlement already powered on" bug, I forgot to control that before I took the mission
That's a different mission, closer to the standard power up missions, rather than the AX revenant version.
Check the map for which settlements are powered up or down. Best bet is to check on the Thargoid target thread in the other forum for last week's control evictions.
 
Does anyone know a system which reliably spawns Ax revenant missions and the „softer“ normal restore missions now? There is nothing at Kamato and at Hip 19781 atm..
 
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Does anyone know a system which reliably spawns Ax revenant missions and the „softer“ normal restore missions? There is nothing at Kamato atm..
Try one of the alerts around Indra. Those usually have a system with military Ody sites in range.

I’m not sure the recovery state even spawns the Thargoid controlled reactivations though.
 
I'm in HIP 9764, there's just the one settlement Jeffries Astrophysics Site that can be powered up, but it seems missions to restore power there are like hen's teeth. There are always many restore power missions to the settlements that are already powered up ^^ I've struggled to find any other settlements that still need powering up in recovery systems. Kamato has three but they are all small botanical sites.
 
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I'm in HIP 9764, there's just the one settlement Jeffries Astrophysics Site that can be powered up, but it seems missions to restore power there are like hen's teeth. There are always many restore power missions to the settlements that are already powered up ^^ I've struggled to find any other settlements that still need powering up in recovery systems. Kamato has three but they are all small botanical sites.
You usually want to try systems entering their first week of recovery. Omumba at Maelstrom/Titan Hadad might be a good candidate, if it has Odyssey settlements available. I think it does, but don’t quote me on that. Only thing I’m certain on is that it is the most recent recapture, done just at the end of the previous cycle.
 
I'm in HIP 9764, there's just the one settlement Jeffries Astrophysics Site that can be powered up, but it seems missions to restore power there are like hen's teeth. There are always many restore power missions to the settlements that are already powered up ^^ I've struggled to find any other settlements that still need powering up in recovery systems. Kamato has three but they are all small botanical sites.

Ok, thanks. Yesterday there were no doable Restore Missions in Kamato. Only to already powered on settlements. Will try at Alert systems now, as hinted.
 
You usually want to try systems entering their first week of recovery. Omumba at Maelstrom/Titan Hadad might be a good candidate, if it has Odyssey settlements available. I think it does, but don’t quote me on that. Only thing I’m certain on is that it is the most recent recapture, done just at the end of the previous cycle.
I was working off https://dcoh.watch/systems and picking a system that shows "Odyssey settlements". Seems that information is not correct as Omumba doesn't have the icon yet has 26 settlements according to Inara.
Just got to Omumba and you're correct, lots of powered-down settlements, thanks!
... and of course https://forums.frontier.co.uk/threads/there-are-no-missions.619392/ so no missions at any port in the system. Feels like this game is doing everything it can to convince me to stop playing Odyssey content.
 
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Bit of a thread revival, but I didn’t see a good enough point in this information(or have enough of it) to make an entirely new one, and it relates to the subject.

Mild spoilers, of course.

- Banshees spawn at the military settlements now, and their detection radius for on-foot characters is much higher than that of the Revenants(so entering the sight cone for detection is not necessary)… a bit how I expected the Revenants to behave originally
  • Said spotting range isn’t something I’ve determined a specific range or factors to, but the sides of the Banshee might be a potential blind spot for an on-foot player
  • There was a lot of explosions each time I got spotted. Luckily, with a building between me and said explosions.
  • Increased spotting distance also applies to SRVs, so beware your parking job if a Banshee abounds (it may or may not be underground now and then? something caused combat music and the Revenants to be red on my second of two missions, but it wasn’t on contacts or there to be seen)
  • ECM can divert disruption missiles launched at your ship by the Banshee
  • Had a Scout drop by alongside that Banshee immediately, adding a drop of Revenants to the already spawned ones… for a total of eleven. Fun. It did immediately leave instead of attacking the Scorpion though.
 
Bit of a thread revival, but I didn’t see a good enough point in this information(or have enough of it) to make an entirely new one, and it relates to the subject.

Mild spoilers, of course.

- Banshees spawn at the military settlements now, and their detection radius for on-foot characters is much higher than that of the Revenants(so entering the sight cone for detection is not necessary)… a bit how I expected the Revenants to behave originally
  • Said spotting range isn’t something I’ve determined a specific range or factors to, but the sides of the Banshee might be a potential blind spot for an on-foot player
  • There was a lot of explosions each time I got spotted. Luckily, with a building between me and said explosions.
  • Increased spotting distance also applies to SRVs, so beware your parking job if a Banshee abounds (it may or may not be underground now and then? something caused combat music and the Revenants to be red on my second of two missions, but it wasn’t on contacts or there to be seen)
  • ECM can divert disruption missiles launched at your ship by the Banshee
  • Had a Scout drop by alongside that Banshee immediately, adding a drop of Revenants to the already spawned ones… for a total of eleven. Fun. It did immediately leave instead of attacking the Scorpion though.
It's actually good that you revived this thread, because after U17 the situation changed somewhat, so we can exchange experiences again.

So far, I have solved about 10 AX restoration missions (after U17) and noticed the following: (But I also died twice)

- Banshee is not always present in the settlement, twice in a medium-sized settlement it was not there, and if you do not see its missiles when arriving by ship, it means it is not there.

- It is possible to sneak into the settlement when the Banshee is there, because he won't spot you if he is facing the opposite way.

- If you are already in a building where there is enough ammo and energy, it is possible to kill him with the L-6, occasionally going out and shooting at his exposed stomach, because he hangs constantly above the entrance door and throws piles of his mines, without any effect. But before that, you need to remove the 2-3 closest Revenants, so that they don't shoot at you.

- It is also possible to kill him from a distance, from the Scorpion, but you should stand at a distance so that the Revenants do not join the fight.
You have to constantly drive back and forth, left and right, to avoid his mines, and when he is in range, then launch your missile, I think each one takes away 5 - 6% of his hull.

But all in all, there is nothing new or particularly interesting. Just as U16 added Glaives, not as interesting gameplay, but only as an additional distraction and waste of time, so now Banshee has the same purpose. The fight with him is long-lasting, and after 5-6 times it becomes boring.
In the Spire site, it's different, because there, when you remove those 5-6 Revenants around, they don't appear again, then you only have the Banshee left, and then it's possible to kill him quickly and efficiently using the Domi suit with 2 shotguns, getting under him and shooting in the stomach.
In human settlements this is not possible because there Revenants respawn endlessly, which means you can't go out into the open for a bit longer to kill Banshees.
It's also not very practical to change suits if your SRV is 600-700m away.

And everything else inside the settlement remained the same - there are no new materials or data, it is not possible to upload data to data ports, there are no npc's that should be saved, there are not even walking thargoids. :alien: :)
 
I find the Banshee to be just really annoying in certain settlement types where it’s nearly impossible to avoid getting detected by it to slip into the power center/command building. Great where there is enough cover to sneak around as you actually have to be mindful of it, whereas avoiding Revenants was… usually not that difficult, other than some building entrances(or you could blast them with a rocket, but I always did them the stealth way).

And I’ll have to correct one thing - that thing absolutely can spot you even if you’re behind it. It might be less far of a detection range, but definitely had it go angry when I was directly facing its back on foot(and the Scorpion was parked well out of sight).

Anyway, since these missions have been turned into a hit and miss unless you want to go and shoot up the Banshee(when I don’t shoot Thargoids currently on RP grounds), so I probably won’t run them again. Would have liked to see them extended to some other settlement types for variety.
 
Either I’m a sucker for punishment or am too stubborn for my own good, but I did some more of these tonight anyway.

What I found -

(Uncertain) Banshees only appear to spawn at every other settlement? That, or it depends on the layout, but I’m not sure why one would be guarding a tiny settlement, yet not be present at one with ‘small’ size before that. First one I visited had a Banshee(in the most painful configuration to get one), second site did not, and the third, tiny settlement, then had one again.

In relation to;
Had a Scout drop by alongside that Banshee immediately, adding a drop of Revenants to the already spawned ones… for a total of eleven
It seems like the game’s quick to have a Scout drop by some Revenants when you don’t go into the ~500m range where they spawn in relatively quickly. But the Revenants that are supposed to be spawned in initially, are still going to spawn anyway, so you can deal with 10 Revenants and a Banshee at a tiny military site.

Trying to run away from a Banshee if it does spot you (if you are trying to do the mission without killing it or Revenants) might actually be the worst thing you can do, as opposed to dropping a shield projector, quickly cutting open the maintenance panel, and getting the door to the nearest building open.

(I’m still not entirely sure I can recommend running these when Frontier’s “fix” to make these missions fail properly if you get shot down, results in even completed ones just getting arbitrarily failed when the item’s sitting safely on your ship.)

ECM also just breaks and stops working when you dismiss your ship. Haven’t yet figured out exactly why, but it won’t fire if the trigger is held down in its firegroup after dismissing and recalling the ship. Might or might not be down to having that firegroup selected at the time of dismissal, not sure yet. Forgot to check.
 
Either I’m a sucker for punishment or am too stubborn for my own good, but I did some more of these tonight anyway.

What I found -

(Uncertain) Banshees only appear to spawn at every other settlement? That, or it depends on the layout, but I’m not sure why one would be guarding a tiny settlement, yet not be present at one with ‘small’ size before that. First one I visited had a Banshee(in the most painful configuration to get one), second site did not, and the third, tiny settlement, then had one again.

In relation to;

It seems like the game’s quick to have a Scout drop by some Revenants when you don’t go into the ~500m range where they spawn in relatively quickly. But the Revenants that are supposed to be spawned in initially, are still going to spawn anyway, so you can deal with 10 Revenants and a Banshee at a tiny military site.

Trying to run away from a Banshee if it does spot you (if you are trying to do the mission without killing it or Revenants) might actually be the worst thing you can do, as opposed to dropping a shield projector, quickly cutting open the maintenance panel, and getting the door to the nearest building open.

(I’m still not entirely sure I can recommend running these when Frontier’s “fix” to make these missions fail properly if you get shot down, results in even completed ones just getting arbitrarily failed when the item’s sitting safely on your ship.)

ECM also just breaks and stops working when you dismiss your ship. Haven’t yet figured out exactly why, but it won’t fire if the trigger is held down in its firegroup after dismissing and recalling the ship. Might or might not be down to having that firegroup selected at the time of dismissal, not sure yet. Forgot to check.
Yeah, it's interesting why the Banshee sometimes spawns and sometimes doesn't - but at least it doesn't spawn again when you destroy it.
Since Banshee reminds me a lot of Goliath, we can then ask - is Goliath always present in human military settlements or not?
I don't think I've seen it in small size settlements, but I'm not sure.
And interestingly, your pay for a successful action does not depend on the Banshee, so you can earn more money for a mission where there is no Banshee at all!

And there are really too many Revenants, it would be nice if there was a standstill, a few minutes without opponents, or if Scout didn't bring new Revenants until the last one in the settlement was destroyed.

For destroying a Banshee you get 1M in combat bonds, which is not bad compared to Scouts.

I respect your decision not to use violence against the Thargoids, but aren't those Revenants just biotech Drones? Like Skimmers, which are mechanical? I'm not sure about the Banshee, because given the size, a pilot could be inside.

And once the war ends, and peace reigns and communication becomes possible (where the hybrid humans rescued from Titan could play a key role, as mediators), you'll probably still have to build your reputation with the Thargoids from neutral to allied, just like anyone else, as well as those who killed thousands of various thargoids. It would be nice if you started from neutral, and the rest of us from hostile. But then again, that would be a weak reward too since reputation can be built in a day, and the real reward would be to offer non-war participants the role of mediator, but I doubt Fdev will incorporate such finesse.
 
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