If a Scythe steals your escape pods, you can get them back...

...if you win the engagement.

This may already be known to many, but destroying a Scythe after it has looted your hold with its limpets ('Thimpets') leaves the escape pods you had collected (well, most of them) floating in space.

Up until the Scythes appeared I had only ever fought Thargoid Scouts, what with my ship (Cobra Mk III) only having 642 hull and 229MJ of shields - hardly conducive to going up against Interceptors or even the recent Glaives (although admittedly I haven't yet attempted Glaives for fear of being sent to Commander Jameson's Locker).

Tonight I decided to visit the Dedicant and listen to the logs. After that eerie experience, on the planet below I noticed some Distress Signal sources and knowing that would mean escape pods, I thought this could be my opportunity to see if I could entice a Scythe (I had no intention of sacrificing the occupants, but knew that was a risk).

So after landing and SRVing the two escape pods at my chosen signal source, I jumped back into hyperspace on a route to a rescue ship. Sure enough, in the second system after the jump from HIP 19600, I was Interdicted just after completing the fuel scoop at the local star. I was assaulted with energy weapons fire and missiles, and shortly after turning to face my attacker (definitely a Scythe from the images I have seen), Thimpets did their dirty deed and relieved me of the two escape pods in my hold.

Now, I may only have 642 hull and 229MJ of shields (actually a lot less than 229MJ in combat as I need three pips to weapons), but my 2 class-two Modified (Salvation) Guardian Plasma Chargers made short work of my attacker (about seven or eight volleys of two shots each - not all necessarily at full charge). My shields were of course brought down and about 70% hull remained (can't exactly remember), plus some internal damage which I mitigated with the AFMU. Interestingly neither my Guardian Plasma Chargers nor my Guardian Frameshift Drive Booster were affected by the Scythe, contrary to what I had expected.

But then I noticed both escape pods floating out there in space, and scooped them back up.

After delivering the escape pods to a rescue ship, I repeated the exercise, but this time closer to Thargoid occupied space, in an Alert system. Similar results, but on the latter occasions not all stolen escape pods remained after defeating the Scythe. Some lives were lost in the process.

In my last encounter in an uninhabited Alert system, from which I had collected three pods, only two remained. One was retrieved by an S&R ship (that's fine - life saved) and I collected the other. So I set out to gather more from the same system. Before I got anywhere near the next Combat Aftermath signal source I was Interdicted again - another Scythe. Again it took the singular escape pod from my hold and again I destroyed the Scythe and retrieved the poor chap in the pod.

This won't do, I thought, and decided just to get this one guy to safety. I set a course for Carnsan, two jumps away. I was Hyperdicted straight away by another Scythe. I decided to keep running now (not especially difficult as I can boost well over 600 m/s and have heat sinks), just to get this one pod home. In the next system I was Hyperdicted again - Scythe. Jumped away again and arrived in Carnsan, a heavily populated Federation system away from Thargoid space - but was again Interdicted by a Scythe on my way to Kuiper Orbital. They are relentless.

One escape pod - but I saved the poor chap.

Once upon a time I used to fill my hold (only 16 tonnes) with escape pods from Combat Aftermath signal sources while fighting Scouts, and get all 16 people to a station or rescue ship. What the above tale means is that this is no longer practically possible, unless I want to fight and then painstakingly retrieve all the pods each time I am pulled, or play submit-run-submit-run with Scythes all the way to a safe harbour.

Oh, well. I destroyed some Scythes tonight, so that counts for something.
 
Yup. I picked up a few pods in Ebisu and baited Scythes to interdict. Made short work of each one, and after the third let the SAR NPC-s pick the pods up. It's actually pretty fun to do in Alert systems--often the SAR NPC-s show up after the fight and fix your ship, sometimes AX NPC-s drop in, and always just when the dust settles. Interestingly the SAR NPC-s also pick up the Protective Membrane Scraps.

And, the Scythes pay quite well considering that they are relatively easy to destroy--about the same difficulty level as NPC pirate Pythons and 'Condas in High or Haz RES-s.
 
I took a bunch of pod transport missions tonight for science from Col 285 Sector ZE-P c6-11 to Tarach Tor. Got hyperdicted on the very first jump. I killed the Scythe pretty easily with two large and two medium AXMCs and hoovered up the pods. They all kept their mission tag, I got them all and could complete all ten missions. I was wondering if I would get subsequent hyperdictions or interdictions on the way to the rescue ship, but I got through undisturbed.
 
Hmm, I was under the impression that scythes can only interdict not hyperdict.
Now you're making me doubt my memory. Thanks for that ;). But no; I was hyperdicted by a Scythe. To make sure, I just looked it up in my player journal, it says I did start the hyperspace jump to my first route target, and then it logged the various interactions with the Scythe.
 
No, they can hyperdict as well.

The chain interdictions, I had like 6 on the way to the station which was only 2200ls in from the star after getting hyperdicted and interdicted 2 other times carrying the same pods. I made 2 trips with pods, I got so sick of almost making it to the station and gettin ripped away time after time.

Tone the interdictions down.
 
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I haven't seen it mentioned in any Scythe threads, and I'm not sure if it works the same with regular pirate hatchbreakers;

But ECM fries any thargbreakers that are attached. I've been fighting them all night with bait passengers in my Vulture, as soon as you hear the "Foreign Body Attached" message, charge ECM and it will fry it before you lose any PAX.
You can also use ECM to avoid the FSD reboot missiles and just ignore Scythes if you're so inclined. Their FSD missile cooldown appears to be exactly the same as the ECM cooldown.
 
@Pville_Piper
Nerf bat already?
It's not even been a week...
Man, it's just rediculous. I was in low security system, so no help from the locals. Although a pirate dropped in, made the usual "I've got you now!" salutation before beating a very hasty retreat. That made me giggle. 😂

I think I'll start start delivering to the nearby medium security system... I don't think I'll do a lot of these, just too much for me. I was almost to a station and the door bell rang... Followed immediately by a an interdiction. 🙄

@shockbait, I knew I was onto something... About interdiction #30... Or was it #40? Could have been 100... I had switched up the ECM bind to make it easier to reach and started using it regularly. I'm not sure how to time it though. But that interdiction went much smoother than the rest with a lot less damage.

I don't care about the FSD missiles, they seem to rarely hit and I've a fast reboot FSD and it never seems to be an issue.

The FAS has a Hull value of 4200 and really soaks up the damage well. I was down to like 45% on entering a combat aftermath scooped up the pods when I got jumped by my first scythe and 3 scouts. I started to run when I realized that I wasn't taking much damage. I led scythe away and by the time I finished it off the scouts caught up and I made quick work of them.

I have the grade 2 pre-engineered ax multis and they keep firing, the standard enhanced grade 3 ax multis spend a lot of time down.
 
Kinda funny trying to fly, shoot, scan and arm an ECM all at the same time!
Although I don’t use it myself, this is where I expect Voice Attack would come in handy. “Target ahead and activate xeno scan! Also arm ECM and keep firing!” Not sure if that’s quite how it works, but something like that.
 
Although I don’t use it myself, this is where I expect Voice Attack would come in handy. “Target ahead and activate xeno scan! Also arm ECM and keep firing!” Not sure if that’s quite how it works, but something like that.
I have Voice Attack, I've been considering setting it up again as combat is hectic. But the issue is they have made it too specific and sometimes I can't remember the commands, I need to say something like engage instead of deploy. I stopped using it to get used to my new HOSAS and haven't looked back.

The other issue is I have is the voice Attack characters are whiney and chatty. I want something that's more professional, navy like.

Something like "deploy hard points", "aye sir, weapons hot!" or "engage supercruise", "frames hip drive spooling up now, sir!". With Orion I get something like, "all right, all right, I'll handle it"...
 
I am now running 2 ECMs, this keeps my hatch clear of hatch breakers... Boosting away from the missiles works well too.

The guardian module reinforcements don't seem to hold up as well as the standard... I'm not 100% sure on that but it seems like they are certainly no better.

Flying to a medium security system will drop the number interdictions but you won't get any help from the locals.
 
Kinda funny trying to fly, shoot, scan and arm an ECM all at the same time!
It gets confusing, sometimes I fumble and pulse my SFN trying to activate ECM lol.
But when I'm actively fighting a Scythe, after the first missile fires I pretty much just hold down my ECM button for the rest of the fight, firing on cooldown. Haven't lost a single passenger while fighting since I started doing that. Kinda wish I had a toggle switch for it lol, my left thumb gets tired after a few fights.
But scanning is easy, I have my xeno-scanner on the same trigger as the ax-multi's, I don't mind wasting a little ammo holding the trigger down until I see "Scan Complete", then I only fire on target.
 
I have Voice Attack, I've been considering setting it up again as combat is hectic. But the issue is they have made it too specific and sometimes I can't remember the commands, I need to say something like engage instead of deploy. I stopped using it to get used to my new HOSAS and haven't looked back.

The other issue is I have is the voice Attack characters are whiney and chatty. I want something that's more professional, navy like.

Something like "deploy hard points", "aye sir, weapons hot!" or "engage supercruise", "frames hip drive spooling up now, sir!". With Orion I get something like, "all right, all right, I'll handle it"...

If you're rolling with the HCS voice packs, I'd stick with ones like Celeste or Verity. They're pretty straight to the point anyway, and on non verbose even more so. Plus they match the built in ED voices for continuity, which is a bonus.

The others tend to be overly casual and chatty by design, which I dislike.

Other than that, you could just run a decent TTS (I use Ivona 2's Amy voice) and use Voice Attack to make up your own commands and voice responses.
 
I lost an entire load of pods... I was running the FAS, and after multiple interdictions, I was down to 30% Hull. I kept getting jumped by scouts and that caustic missile is pain. After getting interdicted by a Scythe I kept boosting away and overheated so the hatch failed. No way that I could go back as my modules reinforcements were done, my canopy was cracked to pieces.

So I decided to arm up my Krait II, the Roid Recker, the Armour protection is only at 3700, but I run a beam for cooling, drop the heat sink and run 3 ECMs... It does better than the FAS for the most part. I'm so torn, I love the FAS, she did me so well back around the time Horizons dropped, the faithful but flawed friend... Always there for the good times and bad.

The biggest issue with the Krait is they don't make size 6 armor reinforcements! Not a lot of vices with her.
 
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