Returning Player - Several Questions Regarding AX Missions

The Cutter build in that rescue video earlier was this one but with extra Hull in place of one of the class 6 cargo. Since then, I have now 512 cargo and using B-rated Collector limpets for range over longevity, minding that losing the Universal limpet means also no repairing. Use that once more comfortable with when and where the patrolling Thargoids will attack or not!
This is basically Mega HAZ RES mining.
 
In addition to what others said in this thread, I have tried these two methods with success:
  • AX missiles from a ship:
Yep, this tends to be my favourite method. I use my anti-scout Krait, just replaced three of the AX multis with AX missiles, get up close (the banshee is happy to oblige!) and start unloading into it point blank. It's surprising how many missiles the things soak up!

(and welcome back, @Daniel Cloudsifter, hope all is good!)
 
It’s not obvious, but when I suddenly had 91 energy surge analytics in my data storage after one or two spire visits and noticing it as a popup during a chain of the shutdowns… well, it was pretty clear then.

I assume you still get them now. Don’t see why you wouldn’t, but definitely much more convenient. (And make sure the site is active, of course.)

Ok, I have to ask: if I land and let Banshees spam with me shutdown pulses, will I ever be able to take off again? Do the Banshees approach/attack the ship with other weapons? Just wondering if I need to go in with a beefy ship and/or one with a TG Pulse Neutralizer. Or should I go in with a cheap ship and just let it get wrecked?

I also believe it is determined by the layout, based on my (somewhat limited) experience.

Using the naming scheme of the above mentioned Odyssey Map Guide, it appears that layouts Military-1, Military-2, and Military-3 do have a Banshee, while Military-5 does not. I do not recall doing an AX mission in Military-4 yet.
By the way, Military-1 shows in the nav panel as tiny (i.e. no plus signs), -3 and -5 are small (+) and -2 is medium (++). I assume -4 is tiny as well.

I've noticed the same pattern with the layouts. Speaking of which, I could've sworn Inara (or maybe EDSM) showed the map type for every settlement when you looked them up. They didn't have the details of the OMG site referenced earlier in the thread, but just seeing an image of the basic layout was all an experience player needs to determine whether a mission is worth it or not.

I currently can't access that site where I'm from, but whichever one has the large command building/attached reactor/and only one entrance facing a courtyard with two landing bays with two individual hab buildings on the other side - yeah, I hate that base. I've always hated missions at that base regardless of whether it was in Thargoid or Human control. That single entry point, with little cover, always makes it a pain and increases the chances of mistake leading to mission failure. Though for a military base, I can't fault that design. All the others have multiple entrances and/or plenty of buildings to skulk around. But that one... ugh, I hate getting missions to those. And yes, Banshees are found there... huzzah!

The Cutter build in that rescue video earlier was this one but with extra Hull in place of one of the class 6 cargo. Since then, I have now 512 cargo and using B-rated Collector limpets for range over longevity, minding that losing the Universal limpet means also no repairing. Use that once more comfortable with when and where the patrolling Thargoids will attack or not!
I'll have to compare that build to Anaconda build from Mechan's guide and then decide which to use. Not in a rush...

Yep, this tends to be my favourite method. I use my anti-scout Krait, just replaced three of the AX multis with AX missiles, get up close (the banshee is happy to oblige!) and start unloading into it point blank. It's surprising how many missiles the things soak up!

(and welcome back, @Daniel Cloudsifter, hope all is good!)
Ok, so if you replaced the AX multis with missiles, how are you getting past the Glaives? I've been getting interdicted, and hyperdicted, by them a LOT. I either use my Federal Dropship - which can kill up to two glaives in and instance and then repair itself - or my iCourier which outruns everything. Are you using ECM to jam their FSD reboot missiles and then high waking away?

I've been quite happily dispatching Banshees are Revenants for the past few days with my G5 Executioner (scope, reload speed, audio mask, stability). Only two times something went wrong was I accidentally jumped into the middle of Banshee mine barrage (it was hovering over the building and I got impatient and jumped up right into the middle of the mines) and when I alerted all the forces by trying to snipe a Revenant too far away and the damage falloff let it survive the shot. I've engineered a third Executioner up to G5 and have finally collected the mats needed for its enhancements (scope, stability, magazine increase, greater range); that should take care of my range/damage fall off problem.

And thanks for asking, I've been doing well. I was just "away" as I was focused on Starfield from the minute it prelaunched up until a couple of weeks ago. I'll be hopping back and forth between both games (and NMS). I'd just been away long enough that I missed significant changes to the Thargoids and, even though I kept up with youtube guides, still needed some info.

At some point, I might even try the Orthus farming at Spire sites. I hear that is better in groups, so I may check your Discord group about that when I do it. Hope all is well with you too.
 
Do the Banshees approach/attack the ship with other weapons?
They launch those disruption missiles without any direct aggro required. So you can freely hover right above ground level(or land) and stay inside your ship while getting hit a few kilometers from the site(beware the occasional Scout pack dropping by). There is a certain delay between launches, so you can easily take off again before the next chain of those disruptors comes in.

The effect itself also only lasts a few seconds, which makes it dangerous only if repeatedly caught in the blast zone and at a certain momentum while up in the air already.
 
I've noticed the same pattern with the layouts. Speaking of which, I could've sworn Inara (or maybe EDSM) showed the map type for every settlement when you looked them up. They didn't have the details of the OMG site referenced earlier in the thread, but just seeing an image of the basic layout was all an experience player needs to determine whether a mission is worth it or not.
Well, whichever site it was, I’m very sure it was not Inara. Inara does not even have settlement size/security info, because it’s not in the journals :(

I currently can't access that site where I'm from, but whichever one has the large command building/attached reactor/and only one entrance facing a courtyard with two landing bays with two individual hab buildings on the other side - yeah, I hate that base. I've always hated missions at that base regardless of whether it was in Thargoid or Human control. That single entry point, with little cover, always makes it a pain and increases the chances of mistake leading to mission failure. Though for a military base, I can't fault that design. All the others have multiple entrances and/or plenty of buildings to skulk around. But that one... ugh, I hate getting missions to those. And yes, Banshees are found there... huzzah!
Yeah, that’s Military-2 on OMG. AFAIK it is the only military settlement with a large pad, and that is something you can check on Inara :)

BTW, if you’re doing a mission to a Thargoid-controlled settlement of that type, after disposing of the initial Revenants & the Banshee you can quite safely, in my experience, park your SRV behind the command building, next to the corridor to PWR. Reinforcement Revenants appear to stick to patrolling the courtyard and the building is tall enough to keep them from seeing the SRV there.

It is missions to human-controlled settlements of that type that tend to be really difficult, especially if a condition is not to trigger the alarms…
 
Well, whichever site it was, I’m very sure it was not Inara. Inara does not even have settlement size/security info, because it’s not in the journals :(
I just checked and it's EDSM. It shows you a top down view of the settlement. I'll have to remember to check that when I due my next run of missions.

Yeah, that’s Military-2 on OMG. AFAIK it is the only military settlement with a large pad, and that is something you can check on Inara :)

BTW, if you’re doing a mission to a Thargoid-controlled settlement of that type, after disposing of the initial Revenants & the Banshee you can quite safely, in my experience, park your SRV behind the command building, next to the corridor to PWR. Reinforcement Revenants appear to stick to patrolling the courtyard and the building is tall enough to keep them from seeing the SRV there.

It is missions to human-controlled settlements of that type that tend to be really difficult, especially if a condition is not to trigger the alarms…

I'm not comfortable bringing the SRV that close to the base. Besides, I would have to run back 600m to 1+ km to get back to it. Of course, I'm guessing your recommending this after using the Scorpion to clear the settlement. I may have to try that. I'm just now using Scorpions again after they fixed the bug that would cause scouts to aggro/hover near parked Scorpions (but ignore Scarabs). So I may need to drive in, guns blazing and/or sniping Revenats with the missile launcher.

Still a little leery of parking it nearby, though. I have seen Revenants fan out from that center drop off point to patrol the entire perimeter of everyone of those bases - more so currently than they did before my hiatus. Also, it seems like they not only deploy more Revenants at the beginning (initial batch plus a full set of reinforcements as you arrive), but they also keep restocking up to that number.

It is missions to human-controlled settlements of that type that tend to be really difficult, especially if a condition is not to trigger the alarms…

Agreed. The only thing worse is ANY military settlement, populated by humans, with ships patrolling overhead and the mission gets the added twist of "They know you're coming." Ugh.
 
Based on the available information the locations that might be worth checking regarding the presence/non-presence of Banshees are;

Ibaka Military Barracks, HIP 8525
Khatri Stockade, HIP 8525
Levada Military Barracks, HIP 8525
Makubuya Military Camp, HIP 8525
Owor Command Post, HIP 8525
Ramirez Military Site, HIP 8525
Saunders Arms Facility, HIP 8525
Tutunnyk Arms Site, HIP 8525
Vasylyshin Arms Site, HIP 8525
Bastien's Service, Inara
Chkwynyelu Command Complex, Inara
Briscoe Military Site, Mapon
Panchenko Military Installation, Mapon
Kang Munitions Complex, Warnones

For some reason there's a blank regarding HIP 21165, maybe worth doing a recce.
 
Ok, I have to ask: if I land and let Banshees spam with me shutdown pulses, will I ever be able to take off again? Do the Banshees approach/attack the ship with other weapons? Just wondering if I need to go in with a beefy ship and/or one with a TG Pulse Neutralizer. Or should I go in with a cheap ship and just let it get wrecked?
They either have a reload delay or they simply stop using them once you're within a certain range. Either way it's never been an issue for me and I don't bother taking a neutralizer. I've also used the ship as cover a fair bit when fighting multiple Banshees at the spire, their damage isn't really much compared to what interceptors can do.

I currently can't access that site where I'm from, but whichever one has the large command building/attached reactor/and only one entrance facing a courtyard with two landing bays with two individual hab buildings on the other side - yeah, I hate that base. I've always hated missions at that base regardless of whether it was in Thargoid or Human control. That single entry point, with little cover, always makes it a pain and increases the chances of mistake leading to mission failure. Though for a military base, I can't fault that design. All the others have multiple entrances and/or plenty of buildings to skulk around. But that one... ugh, I hate getting missions to those. And yes, Banshees are found there... huzzah!
Agreed, that settlement is terrible partly due to the single entrance point to COM which faces the large open area where all the enemies like to hang out, but also because there is not a single ammo box or stash of battery packs outside any of the buildings - something which does not make sense for a military settlement. And even once you get into COM, if you don't have enough battery power left to cut/charge your way through another three doors you won't be able to access the reactor.

Ok, so if you replaced the AX multis with missiles, how are you getting past the Glaives? I've been getting interdicted, and hyperdicted, by them a LOT. I either use my Federal Dropship - which can kill up to two glaives in and instance and then repair itself - or my iCourier which outruns everything. Are you using ECM to jam their FSD reboot missiles and then high waking away?
Glaives interdictions are easy to get away from when you know the trick - use a heatsink just before the interdiction ends so you're cold when you drop out, then immediately boost away (and keep boosting, using heatsinks if necessary to keep heat down). The glaive will match your speed and follow, but it won't attack unless you get very hot or it gets close enough to visually identify you.
 
Confirm banshees at Kang Munitions Complex, Warnones and Chukwunyelu Command Complex, Inara.
Confirm no Banshee present at Bastien's Service, Inara.
Confirm Banshee presence at Gustard's Barracks, HIP 21165
Confirm no Banshee presence at Xiao Military Bastion, HIP 21165
 
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As of now there appear to be 5 settlements without a Banshee;
Ibaka Military Barracks, HIP 8525
Ramirez Military Site, HIP 8525
Saunders Arms Facility, HIP 8525
Xiao Military Bastion, HIP 21165
Bastien's Service, Inara

It hasn't gone unnoticed that three of these are in a single system.
 
Agreed. The only thing worse is ANY military settlement, populated by humans, with ships patrolling overhead and the mission gets the added twist of "They know you're coming." Ugh.
Oh yeah. I remember one such mission to a settlement of precisely the type we were discussing (i.e. medium military). The best I could do was land the ship nearby, quickly deploy the Scorpion, dismiss the ship and race the Scorpion to the entrance to the CMD, hoping I’d be able to e-breach the entrance before getting killed. It didn’t work :(
(It might have worked if I had a G5 suit back then, though. Or if I were better at using shield projectors.)

Agreed, that settlement is terrible partly due to the single entrance point to COM which faces the large open area where all the enemies like to hang out, but also because there is not a single ammo box or stash of battery packs outside any of the buildings - something which does not make sense for a military settlement. And even once you get into COM, if you don't have enough battery power left to cut/charge your way through another three doors you won't be able to access the reactor.
Isn’t there an energy cell dispenser on the wall somewhere in the foyer, though? (Or have I mixed it with another type of settlement that also has PWR fused with CMD?)

Honestly the missions are boring without them. You can just roll up, one-shot all the revenants and walk straight in the front door unchallenged.
Of course, it also makes them perfect for someone new to this type of missions :)
 
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Isn’t there an energy cell dispenser on the wall somewhere in the foyer, though? (Or have I mixed it with another type of settlement that also has PWR fused with CMD?)
There are (usually, not always) batteries in the buildings, but that assumes you can actually get in the door - if you spend too much time running around with your shield on trying to get away from psychic revenants that can tell your location even when they can't see you, you can end up with not enough power to get the doors open. And this particular settlement has the long run of Get Smart style doors leading to the power reactor so you need enough power to get through ALL of them before you can recharge from the sockets.
 
For those interested in the revenant sites without banshees it's worth noting that all three systems are at Maelstrom Oya which looks likely to be the next one to be shutdown after Leigong.
The clock is ticking.
 
Eh? Holvandalla is at Raijin.
Holvandalla was recaptured months ago.
In other news it turns out Inara is frustratingly inaccurate. It listed absolutely nothing at Hip 21165, whilst at Mapon it claims Briscoe and Panchenko are medium pad settlements. Both are in fact small pad settlements.
Glad I didn't rely on third party sites earlier in game, I may have to do a full survey of all the remaining AX reactivation systems.
 
After a return to Mapon it seems that Inara is quite wildly inaccurate.
Also the single building settlements appear to be free of banshees as well.
 
After a return to Mapon it seems that Inara is quite wildly inaccurate.
Be sure to report any inaccuracies to Inara’s bug report thread (preferably with screenshots of the settlements in question). Since it is not possible to dock at an abandoned settlement, there is currently no way to obtain this information automatically.
Also the single building settlements appear to be free of banshees as well.
OMG’s Military-4, right?
 
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