AX Restoration tactics

I agree that the doohickey retrieval should actually be the prominent mission goal with the "you with have to power up the settlement with the provided regulator" as mission details. Of course then people who didn't read the details would complain about that but whatchagonnado
It turns out that once you approach the base and you get the 'Mission Updated' message on screen, the mission description in the Transactions tab completely removes all wording about the 2nd objective. This has to be a bug becuase it's rather senseless to do so otherwise. So I hope FDev put that back in.
 
Nice thread - good to see YDiss back :)

fdev seem to be missing a difference between single-player story-driven games and MMO RPGs :
  • Missions in single player games can be arbitrarily hard, don't get replayed (often), and the payout is story progression
  • Missions in MMO RPGs are usually intended to be done repeatedly, the rewards are money & goods that allow character progression

These missions (and some beforehand, especially foot missions) seem to have been designed to look cool and be fun to do a few times, but the reward/hr is way off. These missions pay about 2x normal Restore missions, but take way more than 2x the time (and have a much higher failure rate, which we'll come to next ;) It's far more 'efficient' to do normal Restore missions, so I think sadly I'll be skipping them. Plus I miss my Apex Taxi :(

* Travel To Missions : Frontline Solutions would be a great option for these missions - they already drop you outside the settlement (from a battle hardened ship), and can pick you up without landing. It fits so well I kinda hope that is the plan at some stage.

* The Additional Goals : When you get to the bases and power them up you seem to (always?) get another step that isn't revealed until that point. I think these should be optional (like follow-on missions). One time I was asked to download data from the PWR port (fine - I was in the PWR building). Another I was asked to get goods from a container out in the open - there were 3 Revenants constantly patrolling the area and I'm sure on some occasions I would have managed it, but not this time. If the mission allowed us to skip the follow-on (and maybe reduce the reward or not give a bonus) then we would have agency.

* Base Mechanics are broken again : On one mission I wanted to extinguish the fires (because they were annoying) - I dumped the atmosphere - turned it back on and the place was on fire. (Not sure if the fires ever went out).

* Revenants seem not to show easily on the scanner (I seemed to have to get very close before they were tracked), which makes avoiding them harder. Plus, the quick turns they do seem more difficult to predict (Human NPCs often slow down to a halt and wait longer before turning when patrolling). This could be completely wrong as I only did a couple. Missions at night are far easier as the Revenant vision cones are much clearer (though I guess this is true of the Human NPCs too, so no biggie).

* Rooftops seem to be our friend for stealth again? I didn't see any Revenants patrolling over buildings, or any vision cones overlapping buildings, so staying on the roofs seems maybe the way to go.
 
Nice thread - good to see YDiss back :)

fdev seem to be missing a difference between single-player story-driven games and MMO RPGs :
  • Missions in single player games can be arbitrarily hard, don't get replayed (often), and the payout is story progression
  • Missions in MMO RPGs are usually intended to be done repeatedly, the rewards are money & goods that allow character progression

These missions (and some beforehand, especially foot missions) seem to have been designed to look cool and be fun to do a few times, but the reward/hr is way off. These missions pay about 2x normal Restore missions, but take way more than 2x the time (and have a much higher failure rate, which we'll come to next ;) It's far more 'efficient' to do normal Restore missions, so I think sadly I'll be skipping them. Plus I miss my Apex Taxi :(

* Travel To Missions : Frontline Solutions would be a great option for these missions - they already drop you outside the settlement (from a battle hardened ship), and can pick you up without landing. It fits so well I kinda hope that is the plan at some stage.

* The Additional Goals : When you get to the bases and power them up you seem to (always?) get another step that isn't revealed until that point. I think these should be optional (like follow-on missions). One time I was asked to download data from the PWR port (fine - I was in the PWR building). Another I was asked to get goods from a container out in the open - there were 3 Revenants constantly patrolling the area and I'm sure on some occasions I would have managed it, but not this time. If the mission allowed us to skip the follow-on (and maybe reduce the reward or not give a bonus) then we would have agency.

* Base Mechanics are broken again : On one mission I wanted to extinguish the fires (because they were annoying) - I dumped the atmosphere - turned it back on and the place was on fire. (Not sure if the fires ever went out).

* Revenants seem not to show easily on the scanner (I seemed to have to get very close before they were tracked), which makes avoiding them harder. Plus, the quick turns they do seem more difficult to predict (Human NPCs often slow down to a halt and wait longer before turning when patrolling). This could be completely wrong as I only did a couple. Missions at night are far easier as the Revenant vision cones are much clearer (though I guess this is true of the Human NPCs too, so no biggie).

* Rooftops seem to be our friend for stealth again? I didn't see any Revenants patrolling over buildings, or any vision cones overlapping buildings, so staying on the roofs seems maybe the way to go.
Hai :)

I'll always agree that on foot missions need to pay more and the base rate of all of them is really poor and it's a little disappointing that they never addressed this; the effort required to complete on foot is just as high as in ship most of the time and it seems as though they created the rewards based on Elite launch in 2014, before they increased everything in ship to be reasonable. That said, the AX missions I saw paid up to 4m and every material reward was giving 5 (not sure if that's a change I missed in general). In terms of comparing to existing base rates, that's over 8x more but maybe you saw lower pay rates?

Agreed this may not be efficient for pay but then no on foot missions are, so hopefully they will actually listen to this.

I 100% love the idea of the option to use FS to ingress and egress, this would be awesome. Only issue with it that I can immediately think of is the AI immediately attack you if you land too close (I did my own "hot drop" attempt early at a mountainside settlement :)) and this puts you under instant pressure to dash for cover and hide. If the AI are changed to only attack the drop ship and ignore you initially then this would work well, though. And the option to instantly get retrieved would be one I'd be happy with.

So far, all the additional goals I've had were possible, even the one I had outside. If there are any that are outside then FD need to make sure the reavers can be avoided. I wouldn't be upset if they changed it to how you suggest though.

Yes, fires seem to be buggy. It's not necessary to do these so it's not game breaking but it should work, so why not?

I think it would be nice if we could soft scan the AI to add them to our radar, like we can do with human NPCS. That we cannot does add to the threat of these missions though so I'm sort of OK with how it is. It definitely adds a lot to the tension. Avoiding them is a lot more panic-mode than humans and I sort of like this, to be honest. It does require a lot more patience though.

Each to their own and whatever suits you works best but I find rooftops to be more dangerous simply because you have fewer places to hide. I use them to get a look and scope out but I've found staying on the ground to be more effective when approaching targets. Just my take so far :)

The AI does have very forgiving visual range when you're on foot (I'm pretty sure if you're not in their yellow cone, you're safe). But it's still very nervy cutting open the cmd door on the settlement with the central landing pad when there are 3 AI immediately behind you. The tension is ramped up a lot compared to human AI which is very predictable.

I'm just glad the AX ai doesn't have the visual range of scavengers...
 
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I'm in maelstrom Oya region, and I noticed Aowicha, alert state, has no restore missions. Other systems in alert, Juipedun, Luggerates, Khondo Po, they offer such a missions.
In Aowicha I checked not only main station, Altman Ring, but also planetary ports and odyssey settlement, but nothing under "operations" group of missions, no restorations.
Is there any special reason for that? Maybe factions from Aowicha have no settlements in thargoid controlled nearby systems? Or is it kind of bug?
 
I'm in maelstrom Oya region, and I noticed Aowicha, alert state, has no restore missions. Other systems in alert, Juipedun, Luggerates, Khondo Po, they offer such a missions.
In Aowicha I checked not only main station, Altman Ring, but also planetary ports and odyssey settlement, but nothing under "operations" group of missions, no restorations.
Is there any special reason for that? Maybe factions from Aowicha have no settlements in thargoid controlled nearby systems? Or is it kind of bug?
My guess is that there just aren't any military settlements in neighbouring systems within 20LY for the factions in the mission giving system. It is limited to military missions when in alert or invasion states, so that is definitely going to cut short the potential target settlements.
 
A G4 L-6 RPG does enough damage to one shot kill any revenant (maybe even G3; I may get one and try that as well). And revenants do not react to sound in any way, so you can take out revenants out with this weapon and you will not be detected, so long as they don't see you. If you kill 3 or 4, more will be dropped in. But I triggered this about 3 times (using the ammo resupply in the building I'd gained access to) and nothing worse than this happened. But if you only kill up to 2, this event doesn't trigger, it seems. Quite often, you don't need to kill more than one to reach your objective.

I've now got my very first official "Bug Hunter" build now :D I'm going to engineer it with sights, magazine and faster reloading just for fun. The reason I tried this was because my usual weapon, the Executioner, doesn't quite one shot them (unless you get them from behind as I think this causes critical damage, but this isn't reliable). The L6 is the only weapon that does more damage, it's accurate and ammo is never an issue at military settlements, so I thought I'd give it a try. The only question was, do the bugs agro if you kill one? The answer is no, regardless how closely they are clumped. The only way revenants will "social" agro is if one of them starts shooting, so the conclusion here is being able to kill them in a single shot is key. For me, this is a big discovery.

The L6 is really useful for taking out one or two revenants that might be too close to an objective you need to reach without getting detected. Need to get into a building but there are one or two revenants nearby making it difficult? Blow them up, move in. Need to access a container outside but there's a revenant too close? Bye bye bug.

Also, not seen this mentioned yet but a very strong strategy for escaping revenants is to simply enter any building (when the settlement is powered up, you can use any door, but until you've done this then the PWR centre door you initially opened will do). They do not follow you in and don't shoot you much as you duck out to take shots at them, if you want to kill them (this isn't necessary, as you can just wait and hide for a short while and they forget you, despite still showing as red on the radar). You have full protection of retreating back into the building if things get hot and most military settlements have ammo and energy ports to replenish supplies if you need. You could do this all day (shame revenants only pay 25k credits per kill, really :))

I've done quite a few of these missions now without any failure (not lost my SRV since the other day, so not entirely sure if I just got unlucky that one time). I feel pretty comfortable doing these now. I'm starting to fully scavange these settlements as well, as I'm confident moving about without getting detected and the L6 now gives me the option to fight back and, basically, bully them.

Time to start recording some footage for my guide(s) on this :)

Edit: I'm naming my L6 "Betty".
 
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These missions are a load of fun and reward great materials as part of the mission rewards!

I've got some videos up with some pointers, though I prefer to take it a bit slower and ditch the SRV in favor of an on-foot infiltration after dismissing my ship. The Revenants are a lot of fun to farm but unfortunately don't pay out a lot. Karma L6, Manticore Executioner, and Manticore Tormentor are solid choices for weapons. I'll play around with others to see what works!

 
It's bad game play design.
No.

Only a bad craftsman blames his tools.
So, you land and dismiss your ship. What now? You are going to park your SRV somewhere safe. Stealth in and out. What happens when your SRV explodes with you in it, and your ship is in orbit? WRT thargoids, they have a certain reputation...

AFAIK no-one has done extensive research on the new materials sold at the commodity market. Titan etc

And yes, having some options surrounding the settlement defenses could be a nice way to make it more emergent.

Bugs and issues will of course need to be sorted out which i am certain they are already working on, goes without saying.
 
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First of all thanks to the OP for creating this thread and to Ydiss for his advice. I have done an AX mission to restore energy from the settlement in HR 1403, where I am an ally of the minor faction that controls the system, specifically in Lusmore Metalurgic Entreprise. I thought I was going to find revenants, so I used a hauler with a scorpion and a lot of armour (no shields). Not because I'm very brave, but because I didn't know what I was going to find.
1) It is day. I approach the settlement as fast as I can by flying low to the ground, using the terrain to hide the ship.

2) I land about 850 meters from the settlement, always hiding the ship with the terrain. I land and deploy the scorpion.

3) I get really scared when I see a huge ship approaching from a distance, which turns out to be a non-hostile Beluga Liner, and it floats above the settlement, sending reassuring messages because the navy is in the area.

4) I drove with the scorpion using the terrain as cover until I got closer to about 600 meters from the settlement, and detected non-hostile soldiers in the settlement on the vehicle's radar.

5) I'm still on foot in a non-stealth maverick suit and armed with a rocket launcher, because I've read your messages, and revenants don't react to noise, but to visual contact. Also, as you have recently published, an L-6 from N3 could (to be verified) destroy a revenant, so that is what I carry.

6) I enter the settlement using the terrain so as not to be seen, and I see soldiers patrolling the area, which show up on the suit's radar as non-hostile.

7) I infiltrate the power building and turn on the reactor. Friendly green ships appear on the radar (I am allied with the minor faction that controls the system), which patrol the area without fighting the Beluga.

8) Soldiers continue to be non-hostile. I go into the command center, turn off the alarms, and approach a soldier to be detected, who does, and turns hostile.

8) I go back to my scorpion, and from there to the ship, and take off as fast as I can to get out of the perimeter.

9) I receive a message that a repair drone has been launched towards my ship, which had suffered some damage during landing. The drone crashes because I am flying too low and too fast. This seems to indicate in this specific case, you can receive repairs on the ship once the energy is restored and friendly ships appear.

10) It was my first mission of this type, and I haven't taken it easy, checking more things, because I was scared to death, really.
I would like to know:

- This type of AX missions to restore energy in settlements within systems in recovery, do not have revenants to appear?

EDIT: the L6 level 3 rocket launcher is enough to destroy a revenant.

Thank you very much and regards. I'm going to do another mission in a different settlement in the system to see what happens...
 
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First of all thanks to the OP for creating this thread and to Ydiss for his advice. I have done an AX mission to restore energy from the settlement in HR 1403, where I am an ally of the minor faction that controls the system, specifically in Lusmore Metalurgic Entreprise. I thought I was going to find revenants, so I used a hauler with a scorpion and a lot of armour (no shields). Not because I'm very brave, but because I didn't know what I was going to find.
1) It is day. I approach the settlement as fast as I can by flying low to the ground, using the terrain to hide the ship.

2) I land about 850 meters from the settlement, always hiding the ship with the terrain. I land and deploy the scorpion.

3) I get really scared when I see a huge ship approaching from a distance, which turns out to be a non-hostile Beluga Liner, and it floats above the settlement, sending reassuring messages because the navy is in the area.

4) I drove with the scorpion using the terrain as cover until I got closer to about 600 meters from the settlement, and detected non-hostile soldiers in the settlement on the vehicle's radar.

5) I'm still on foot in a non-stealth maverick suit and armed with a rocket launcher, because I've read your messages, and revenants don't react to noise, but to visual contact. Also, as you have recently published, an L-6 from N3 could (to be verified) destroy a revenant, so that is what I carry.

6) I enter the settlement using the terrain so as not to be seen, and I see soldiers patrolling the area, which show up on the suit's radar as non-hostile.

7) I infiltrate the power building and turn on the reactor. Friendly green ships appear on the radar (I am allied with the minor faction that controls the system), which patrol the area without fighting the Beluga.

8) Soldiers continue to be non-hostile. I go into the command center, turn off the alarms, and approach a soldier to be detected, who does, and turns hostile.

8) I go back to my scorpion, and from there to the ship, and take off as fast as I can to get out of the perimeter.

9) I receive a message that a repair drone has been launched towards my ship, which had suffered some damage during landing. The drone crashes because I am flying too low and too fast. This seems to indicate in this specific case, you can receive repairs on the ship once the energy is restored and friendly ships appear.

10) It was my first mission of this type, and I haven't taken it easy, checking more things, because I was scared to death, really.
I would like to know:

- This type of AX missions to restore energy in settlements within systems in recovery, do not have revenants to appear?

- Can you confirm that an L-6 N3 (or even N2) rocket launcher is enough to destroy a revenant?

Thank you very much and regards. I'm going to do another mission in a different settlement in the system to see what happens...
Hm.m... I'm afraid you've tried to power up already powered settlement.
The mission you've tried to accomplish is not really new "AX" (as of update 15), but the earlier one - from update 14. Those missions have a well known bug - they frequently point to already powered settlements, so before taking this kind of mission it's necessary to check if the target settlement is actually in the "abandoned" state (via nav.panel of system map)

Edit1 And yes, these "older" type of recovery missions do not have revenants (but sometimes some scav's)
 
These missions are a load of fun and reward great materials as part of the mission rewards!

I've got some videos up with some pointers, though I prefer to take it a bit slower and ditch the SRV in favor of an on-foot infiltration after dismissing my ship. The Revenants are a lot of fun to farm but unfortunately don't pay out a lot. Karma L6, Manticore Executioner, and Manticore Tormentor are solid choices for weapons. I'll play around with others to see what works!

laser rifle solid choice (y) but the oppressor, is still the oppressor though. :censored:
 
- This type of AX missions to restore energy in settlements within systems in recovery, do not have revenants to appear?

- Can you confirm that an L-6 N3 (or even N2) rocket launcher is enough to destroy a revenant?

Thank you very much and regards. I'm going to do another mission in a different settlement in the system to see what happens...
Seems anything can hurt them. I use my sniper rifle. However, its best to not have to shoot them in the first place.
I think the revenant kind of AX restorations are titled AX Restoration. I don't know that the older kind have the same moniker.
Scouts are really the problem right now. They hurt more than an interceptor in regard to dustoff.

Last night I took on one of these and it was in fairly mountainous terrain. I didn't bring an SRV. Found a spot about a km away and hoofed it. The map was one of the larger settlements. Managed to get done without anything seeing me. Saw one scout but only when I was well outside on my way to calling for dustoff.

Its one data point but perhaps you just get fewer scouts if you don't get caught.
 
First of all thanks to the OP for creating this thread and to Ydiss for his advice. I have done an AX mission to restore energy from the settlement in HR 1403, where I am an ally of the minor faction that controls the system, specifically in Lusmore Metalurgic Entreprise. I thought I was going to find revenants, so I used a hauler with a scorpion and a lot of armour (no shields). Not because I'm very brave, but because I didn't know what I was going to find.
1) It is day. I approach the settlement as fast as I can by flying low to the ground, using the terrain to hide the ship.

2) I land about 850 meters from the settlement, always hiding the ship with the terrain. I land and deploy the scorpion.

3) I get really scared when I see a huge ship approaching from a distance, which turns out to be a non-hostile Beluga Liner, and it floats above the settlement, sending reassuring messages because the navy is in the area.

4) I drove with the scorpion using the terrain as cover until I got closer to about 600 meters from the settlement, and detected non-hostile soldiers in the settlement on the vehicle's radar.

5) I'm still on foot in a non-stealth maverick suit and armed with a rocket launcher, because I've read your messages, and revenants don't react to noise, but to visual contact. Also, as you have recently published, an L-6 from N3 could (to be verified) destroy a revenant, so that is what I carry.

6) I enter the settlement using the terrain so as not to be seen, and I see soldiers patrolling the area, which show up on the suit's radar as non-hostile.

7) I infiltrate the power building and turn on the reactor. Friendly green ships appear on the radar (I am allied with the minor faction that controls the system), which patrol the area without fighting the Beluga.

8) Soldiers continue to be non-hostile. I go into the command center, turn off the alarms, and approach a soldier to be detected, who does, and turns hostile.

8) I go back to my scorpion, and from there to the ship, and take off as fast as I can to get out of the perimeter.

9) I receive a message that a repair drone has been launched towards my ship, which had suffered some damage during landing. The drone crashes because I am flying too low and too fast. This seems to indicate in this specific case, you can receive repairs on the ship once the energy is restored and friendly ships appear.

10) It was my first mission of this type, and I haven't taken it easy, checking more things, because I was scared to death, really.
I would like to know:

- This type of AX missions to restore energy in settlements within systems in recovery, do not have revenants to appear?

EDIT: the L6 level 3 rocket launcher is enough to destroy a revenant.

Thank you very much and regards. I'm going to do another mission in a different settlement in the system to see what happens...
The revenant AX missions (i.e. the new ones) pay between 3-4m credits. You can only obtain them from your ship (at least I know this if the station is in an invasion system, not tried any "thargoid threat" systems yet).

In recovery systems, post invasion, these switch to the normal missions that pay the usual 300-500k credits (the only difference being you get friendly AI ships patrolling about the settlement). No revenants at these ones. Sadly, the settlement still powered up bug spoils these sometimes.

Thanks for the check for the L6 G3 :) Saves me needing to source one. This is good news, as getting a G3 L6 is really easy.

Seems anything can hurt them. I use my sniper rifle. However, its best to not have to shoot them in the first place.
I think the revenant kind of AX restorations are titled AX Restoration. I don't know that the older kind have the same moniker.
Scouts are really the problem right now. They hurt more than an interceptor in regard to dustoff.

Last night I took on one of these and it was in fairly mountainous terrain. I didn't bring an SRV. Found a spot about a km away and hoofed it. The map was one of the larger settlements. Managed to get done without anything seeing me. Saw one scout but only when I was well outside on my way to calling for dustoff.

Its one data point but perhaps you just get fewer scouts if you don't get caught.

I've frequently seen 2 scouts as you try to leave. In my non AX but heavily engineered Krait and SLF I can take these out easily enough and this is now just a nice little additional part of the game loop for me.

By the way, in the mission I just completed, I saw the bug where nothing was powered up despite me reactivating the PWR centre. This meant I couldn't turn off alarms. So I downloaded some illegal data and all the revanants outside turned aggressive to me :D They couldn't harm me as I was inside and they soon calmed down but this, for me, confirms that revenants do react to the settlement alarms :D It's a bit silly. It might just be a bug. The whole mission is filled with bugs as it is. The fires don't always go out if you purge the atmosphere. Mission stages sometimes don't trigger. This weird thing with the power not actually turning on and the alarms (not actually sounding by the way, just the red flashing lights) turning revenants aggressive... they don't help the experience so I hope FD can address these.
 
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The scouts arrive to drop off more revenants. Unfortunately if you kill the revenants quick enough, you'll get more than one scout showing up at a time and they all try to follow the same flight path - so the new arrival comes down directly on top of the current one and they both get stuck there like two overweight passengers trying to get past each other on a bus.
 
It sounds like there is a new material called Tactical Core Chip that the Revenants drop. Problem is you can't get an SRV anywhere near them to pick them up, certainly not when solo. The time between clearing them out and another batch turning up seem to be way too quick.

Sneaking in is fun, but very tricky to take an SRV all the way in without being spotted in most settlements. The L6 is great at taking them out, but what's the point if they constantly spawn and powering up the base doesn't beat back the Scouts.

Unmanned SRVs seem to be getting targetted, which was annoying as it was nowhere near any fighting. Same goes for my ship which was miles away from the combat. Yeah they can be dismissed but the landing mechanic doesn't work well when fleeing a combat zone.

On my last try I just had to escape to my ship by SRV and something roflstomped me from orbit. Not fun.

Using yet another drone model is a bit cheap as well, floaty baddies are done because animation is hard, but it's really looking tired. This is what, the 5th type of drone we have in the game now? I don't mind them being there alongside some proper walking xenos, but if this is the tick box from FDev for ground bases Thargoid combat then it's a lot less fun then fighting Scavs.

What would be better is if once you powered up the station it starts to defend itself. They already have secondary missions to collect stuff which is great as it gives us a reason to fight our way around the base collecting stuff. Stealth or combat are both still viable options whilst the battle rages around you. Perhaps have the defense lasers go offline a couple of times and we have to go to them and zap them to get the working again. Finally after a few waves are beaten back the Thargoids give up. We could then call our ships or jump into our SRVs in safety. Being attacked by Scouts and Interceptors during ground combat don't seem to be much fun, just have the Scouts play drop ship a few times before the lasers finally take them out.
 
So I just tried one of these, and I'm not really sure how I was reasonably expected to complete it. Getting the power restored was tricky due to the layout, but I did manage that bit. However, the second objective was to get something from a locked container in the middle of the settlement that had very minimal cover. It looked like there were at least four Revenants that were patrolling around the area. I didn't see any way I would have been able to dodge detection, stand there long enough to put in the code (which wasn't given to me, I had to look it up on a terminal. No E-breaches because I had no reason to think I would need them), get the item, and get away. And even with my rocket launcher being able to one-shot them, I don't think I'd be able to kill enough of them to get me a clear run to it before reinforcements get dropped off. (I attempted this idea anyway, but messed up, got detected and swarmed)

Maybe someone way, way better than I am could manage it, but without some way of being able to distract/divert the Revenants, or perhaps a slower respawn, it was just a lot of time spent to be frustrated.
 
What would be better is if once you powered up the station it starts to defend itself. They already have secondary missions to collect stuff which is great as it gives us a reason to fight our way around the base collecting stuff. Stealth or combat are both still viable options whilst the battle rages around you. Perhaps have the defense lasers go offline a couple of times and we have to go to them and zap them to get the working again. Finally after a few waves are beaten back the Thargoids give up. We could then call our ships or jump into our SRVs in safety. Being attacked by Scouts and Interceptors during ground combat don't seem to be much fun, just have the Scouts play drop ship a few times before the lasers finally take them out.
A dev said that the settlements are not going to defend players on purpose.
-the why and where it will lead, only they know.


I am fairly certain that the "Three Blue Circles" still applies:

All the new stuff that has been added is most likely meant to be group ventures.
(someone on the interceptor while another clears the revs; this seems very doable)
-barring that, yes stealth is the only option.
 
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