Thargoid invasion - Next target systems?

Is there a story regarding the non-peripheral 70 Tauri? Actions around Sunday–Monday left it halfway, but now it looks more as if completing it was not part of the plan, and it would be a long evening for us to do so! While such is not beyond possibility, it is also the case that a more reasonable evening advancing peripheral systems would secure a similar amount of strength.

If there are Commanders who really wanted to capture it but stopped due to supposing it not possible this week:
  • Having progressed beyond one-third, further actions now carry over next week.
  • It is possible this week if we plan for it and complete it together, rather than presume it an unknown factor and continue with peripheral systems instead.

As an aside, I noticed just now that Hyades Sector DX-H a11-1 has had its Spire site reinstated. That was not the case when week 79 started!
 
All I can say on 70 Tauri is, I stopped working there after those Very initial test efforts - samples batch, single scout, single cyclops.

Wasn't a set target for my lot and not seen anyone claim credit for pushing it, given the 50% now added it to my list after top ~3 by progress, know some people like pushing systems which had humans in, see if we can make use of their work in any case.
 
More changes

(Spires no longer targeting Alerts is probably the most significant strategically, though the rest might be more important tactically)
 
Carrying on with the trend of trying to finish the war off faster - they'll need to do more to finish off the unpopulated controls if they want to bring it in a lot earlier. Maybe those further / significant boosts will be more noticable than the last ones 🤷‍♀️
 
More changes

(Spires no longer targeting Alerts is probably the most significant strategically, though the rest might be more important tactically)
Well, that pretty much confirms the suspicion I had toward the lazy Thargoids around Indra’s sleeping spire - manually turned back on when someone at Frontier noticed “Why isn’t this active?” and hit the ‘On’ switch.

Can’t see anything to complain about, though. Just an extra tool for players in the playbox against Indra. And there won’t need to be any hesitation to engage with it when it doesn’t get used up on alerts…

I guess, having Scout kills be worth more is good too. Whether that effects ends up being noticeable on system progress… well. To be seen.
 
I guess, having Scout kills be worth more is good too. Whether that effects ends up being noticeable on system progress… well. To be seen.

Very much the majority of a typical AX Conflict zone is Scout kills! These could use a bit of review also for other reasons, but a major point at present is that Scouts account probably for around 80% of the zone progress. With system forces just about able to expose non-Hydra Interceptor petals, ideally a solo Commander should bring Multi-cannons for Scouts, Xeno scanning for using them against petals, and perhaps a Flak launcher to help keep system forces alive.

Focusing on anti-Interceptor weapons is weaker than it should be; without a Commander doing it, system forces will shoot happily at everlasting Scouts without targeting a Regenerator. Also Gauss ammunition is too low to complete a zone well, and bringing Azimuth Guardian carries the risk of the main zone event being a Glaive wing.

Speaking of zone events, I find that a High zone has mostly Scouts, several Cyclops and a choice between:
  • One Medusa
  • Two Basilisk
  • Three Glaive
  • Several more Cyclops
This is where it can get a bit tiresome with only Cyclops arriving, especially if a High zone justifies itself just by bringing more of them—the trouble with more is that their swarms can get impatient while attacking other Interceptors, which does not happen with a single larger Interceptor if it is losing petals occasionally.
 
I’ve personally been running low AXCZs in the absence of other players, though not from lack of trying to find some. I’m not sure how it stacks up to the progress awarded by a high intensity zone(or visiting an abandoned port in a system where those are treated as conflict zones too - which is a way to get swarm-free conflicts, when available, as is currently the case with Ixbaksha at Raijin), but I can usually complete them to the Hydra stage in 30 minutes, be that with AX multicannons or shard cannons(modified, not standard, though with only Cyclops I could use the standard too). Doesn’t require any ammo synths either, so far at least. Can’t say if they spawn any Glaives though, but it feels more enjoyable than spending 2+ hours slogging through a single CZ with nobody else ever showing up*.

Meanwhile, a medium AXCZ(regular, not port conflict) which I completed two or three days ago, I contended with three Basilisks, everything else Cyclops and Scouts, no Glaives, but still had to throw ammo refills at my shard cannons twice.

[Using the basic one, but I have the impression someone got the synth recipe mixed up because the standard synth uses Sentinel weapon components, one of the G2 Guardian materials and crystal shards(G1), for a full rearm and damage bonus, whereas the basic one requires two raws, one of which is grade 2, and three different Guardian materials while not even providing a full refill.
bringing Azimuth Guardian carries the risk of the main zone event being a Glaive wing.
Worst case scenario, one could always wait the Glaive spawn out by letting the AX NPC pilots deal with it - their targeting priority seems to basically be “Everything bigger than a Scout is targeted first”… which gets quite annoying when you have a big swarm of them around an Interceptor and a Berserker decides it is time for human pilots in the area to have a bad time… meanwhile, the NPCs will obliviously target the interceptor to little effect.

The AFMU repair cost to that is another matter…

(Fun story about those low AX conflict zones in space - when I pushed one to the Hydra stage, there was so many human NPCs with missiles alive they managed to get its first heart exerted - as there is only one which spawns - but then it began to slaughter them.)

*I target former inhabited space by preference, not so much unpopulated. If the Thargoids weren’t using it to launch attacks, they could have it as far as I’m concerned. And I’m aware I could be of more use at Indra, but… shrugs
 
Very much the majority of a typical AX Conflict zone is Scout kills! These could use a bit of review also for other reasons, but a major point at present is that Scouts account probably for around 80% of the zone progress. With system forces just about able to expose non-Hydra Interceptor petals, ideally a solo Commander should bring Multi-cannons for Scouts,
My impression there was that you need to kill a quota of scouts for the next wave of interceptors to spawn in, which would get ridiculous sometimes when the scouts would spawn in 1-2 at a time (mostly happened during the Azimuth Saga finale, but I haven't done many plain space AXCZs since).
 
We got an extra clear, Arietis Sector HG-X b1-4
Interestingly, it jumped from 73.7523% to full in an hour and I only dumped ~158 Scythe samples the hour before, leading to a ~3% change so I'm sure it wasn't me this time.

I will have 630 Bio Pods to deliver for Indra Counterstrikes next cycle. I wanted to go for 1,000 but Thargoids have been a little more pesky than usual with rescues as of late. They seem to auto-detect the Bio capsules from almost anywhere on the map and investigate so a decoy may be required in future depending on its strength. I will check the innermost counterstrikes to verify progress.
 
So it looks like "pushing the farthest Spire" is possibly the play for Indra and can be repeated a few times without issue?
But Thor only has four Spires left/at all and I'm not sure those can be stretched out to cover all 110-ish systems it has so I guess the best Thor plan is basically just "violence and pods" for the most part?
 
We got an extra clear, Arietis Sector HG-X b1-4
Interestingly, it jumped from 73.7523% to full in an hour and I only dumped ~158 Scythe samples the hour before, leading to a ~3% change so I'm sure it wasn't me this time.

Sorry if that confused anything—it was ~1900 from us, tuned down gratefully from needing ~2200 due to actions in the meantime!


So it looks like "pushing the farthest Spire" is possibly the play for Indra and can be repeated a few times without issue?

Definitely it would be interesting to see anew whether that restores the Spire site in HIP 19870, now that Frontier seems to want to restore them if they become Control again—although I think a likely outcome is that we reach the point of not really needing it by the time an Alert appears there. Indeed if system strengths are sane enough that such an Alert just gets cleared, presumably we should be able to drive the last systems down normally.


But Thor only has four Spires left/at all and I'm not sure those can be stretched out to cover all 110-ish systems it has so I guess the best Thor plan is basically just "violence and pods" for the most part?

The systems per Spire will be increasing a bit also, by means of combat accounting for a yet higher proportion; from Thargoid War Changes:

Basilisk, Medusa and Hydra interceptor types have received further boosts to war contribution
Scout types have received a significant boost to war contribution

I imagine we will gain a more representative idea of systems per Spire once the Titan rescues become a major factor at M. Indra this coming week!
 

Week 80, 6th June 3310​

Maelstrom Indra
Alert: Nine to clear at any convenient time throughout the week. Empty Alerts are now weaker and salvage should now be stronger.
Spire: Hyades Sector DX-H a11-1 was reinstated; any Spire can be used except for the expended HIP 19870.
Control: Combat kills should now be stronger, in addition to the strong Conflict zone completions.
Titan: Rescued Bio-storage capsules will boost progress for around ~41 Counterstrike systems.

Report
Thirty Alerts repelled at HIPs 20826, 20527, 20605, 20719, 21474 and 113698, 68 Tauri, Pegasi Sectors HW-V b2-0, NY-O a7-4, LY-O a7-2, JS-Q a6-2, MY-O a7-4, TK-L a9-4 and LY-O a7-4, Hyades Sectors GX-H a11-4, PI-S b4-0, CR-J a10-1 and MM-M b7-1, Sukurbago, Chibis and Col 285 Sectors JG-O c6-15, WC-C b13-2, MQ-F b11-3, WN-H b11-4, OM-J b10-1, VN-H b11-2, PM-J b10-1, DA-E b13-3, AF-P c6-16 and OM-J b10-0.
Twenty-six Control evictions at Hyades Sectors ST-Q b5-2, AR-J a10-0, ST-Q b5-3, ON-S b4-6, NN-S b4-0, TO-Q b5-2 and PI-S b4-2, 70 Tauri, HIPs 19789, 20899, 20146, 9016, 20712, 20890, 22688, 20815 and 22496, NN 3281, Arietis Sectors FL-X b1-0, TY-P a6-0, LM-V b2-5, NH-V b2-0 and HG-X b1-3, 55 Tauri, 58 Tauri and Ross 378.
One Matrix system cleared at HIP 20187.
Four recaptured systems starting Recovery are 70 Tauri and HIPs 20899, 20890 and 22496.

Targets updated at 06:30 13th June 3310
Arietis Sector JR-V b2-1 Control 92% — Indra 22 Ly, 540 strength
Col 285 Sector AF-E b13-5 Control 64% — Cocijo 26 Ly, 3905 strength
HIP 21261 Control 56% — Indra 20 Ly, 5023 strength
Hyadum II Control 52% *52.1%Indra 19 Ly, 3312 strength
Ixbaksha Control 50% — Raijin 23 Ly, 5570 strength
Col 285 Sector KL-E b12-5 Control 40% — Thor 31 Ly, 3755 strength
HIP 22524 Control 36% — Indra 20 Ly, 7314 strength
Hyades Sector DX-H a11-1 Matrix 34% *35.1%Indra 24 Ly
Scythia Control 32% — Indra 20 Ly, 7763 strength
Hyades Sector FX-H a11-0 Control 30% — Indra 21 Ly, 4758 strength
HIP 21475 Control 28% — Indra 18 Ly, 5005 strength
97 i Tauri Control 28% — Indra 21 Ly, 8160 strength
Lei Hsini Control 26% — Indra 21 Ly, 8388 strength
79 b Tauri Control 24% *24.7%Indra 19 Ly, 5183 strength
Col 285 Sector ZE-P c6-11 Control 22% — Cocijo 29 Ly, 8278 strength
Almar Control 22% — Thor 32 Ly, 8083 strength
Arietis Sector LM-V b2-3 Control 22% — Indra 20 Ly, 5347 strength
HIP 20397 Control 18% *18.5%Indra 18 Ly, 5654 strength
86 Rho Tauri Control 18% *18.2%Indra 19 Ly, 5667 strength
Arietis Sector JR-V b2-4 Control 18% — Indra 20 Ly, 5638 strength
Arietis Sector HG-X b1-0 Matrix 16% *16.6%Indra 21 Ly
HR 1358 Matrix 16% — Indra 22 Ly
HIP 22265 Control 12% — Indra 18 Ly, 6158 strength
Tagin Control 8% *9.3%Raijin 23 Ly, 10.1k strength
Varlawoth Control 8% *9.1%Thor 29 Ly, 9631 strength
Balak Control 8% — Raijin 23 Ly, 10.3k strength
HIP 20480 Control 8% — Indra 16 Ly, 10.8k strength
Col 285 Sector IG-O c6-17 Control 8% — Thor 26 Ly, 5996 strength
Pegasi Sector VK-L a9-4 Control 6% *6.6%Raijin 29 Ly, 5970 strength
HIP 21112 Control 6% *6.5%Indra 11 Ly, 11.4k strength
Arietis Sector KR-V b2-1 Matrix 6% — Indra 10 Ly
Gaezatorix Control 6% — Indra 17 Ly, 11k strength
Pegasi Sector BQ-Y d46 Control 6% — Raijin 28 Ly, 6021 strength
Pegasi Sector FB-X c1-24 Control 6% — Raijin 28 Ly, 6014 strength
Pegasi Sector GW-W d1-92 Control 6% — Raijin 29 Ly, 6009 strength
Pegasi Sector HH-U b3-7 Control 6% — Raijin 29 Ly, 5999 strength
Pegasi Sector JH-V c2-26 Control 6% — Raijin 28 Ly, 6017 strength
Pegasi Sector KH-V c2-6 Control 6% — Raijin 29 Ly, 6009 strength
Pegasi Sector LN-S b4-0 Control 6% — Raijin 29 Ly, 6008 strength
Pegasi Sector LY-O a7-1 Control 6% — Raijin 28 Ly, 6023 strength
HIP 37844 Control 4% *5.3%Cocijo 28 Ly, 10.1k strength
HIP 113076 Control 4% *4.9%Raijin 24 Ly, 10.5k strength
Hyades Sector ST-Q b5-5 Matrix 4% *4.5%Indra 22 Ly
Col 285 Sector AP-F b12-4 Control 4% *4.5%Cocijo 32 Ly, 5915 strength
HIP 19934 Control 4% *4.4%Indra 16 Ly, 11.3k strength
Col 285 Sector DA-E b13-1 Control 4% *4.1%Cocijo 30 Ly, 6031 strength
Col 285 Sector AP-F b12-2 Control 4% — Cocijo 30 Ly, 6057 strength
Pegasi Sector PJ-N a8-2 Control 4% — Raijin 28 Ly, 6154 strength
Col 285 Sector JA-G b11-3 Control 4% — Thor 26 Ly, 6264 strength
Col 285 Sector KV-F b11-1 Control 4% — Thor 33 Ly, 5882 strength
Col 285 Sector LB-O c6-1 Control 4% — Thor 32 Ly, 5966 strength
Col 285 Sector LB-O c6-3 Control 4% — Thor 31 Ly, 6000 strength
Col 285 Sector OS-T d3-82 Control 4% — Cocijo 32 Ly, 9925 strength
Col 285 Sector TC-J b10-0 Control 4% — Cocijo 32 Ly, 9891 strength
Col 285 Sector US-H b11-5 Control 4% — Cocijo 33 Ly, 9879 strength
HIP 17310 Control 4% — Thor 33 Ly, 5899 strength
HIP 18702 Control 4% — Thor 35 Ly, 9681 strength
HIP 39186 Control 4% — Cocijo 34 Ly, 5872 strength
HIP 39468 Control 4% — Cocijo 30 Ly, 6043 strength
HIP 22350 Matrix 2% *3.9%Indra 22 Ly
Col 285 Sector SH-C b13-1 Control 2% *3%Thor 35 Ly, 5877 strength
Pegasi Sector IH-U b3-4 Matrix 2% *2.8%Raijin 20 Ly
Col 285 Sector PB-E b12-3 Matrix 2% *2.6%Thor 15 Ly
Col 285 Sector XT-Q c5-18 Matrix 2% *2.5%Cocijo 11 Ly
Col 285 Sector BA-P c6-3 Control 2% *2.5%Cocijo 30 Ly, 6172 strength
HIP 19198 Control 2% *2.5%Thor 17 Ly, 11.4k strength
51 Tauri Control 2% *2.2%Indra 15 Ly, 11.7k strength
HIP 20827 Control 2% *2.2%Indra 9 Ly, 12.2k strength
Col 285 Sector SI-T d3-89 Control 2% — Thor 33 Ly, 6038 strength
Col 285 Sector US-H b11-1 Control 2% — Cocijo 30 Ly, 6180 strength
Col 285 Sector YY-F b12-6 Control 2% — Cocijo 30 Ly, 6168 strength
HIP 19501 Control 2% — Thor 31 Ly, 6147 strength
Hyades Sector PI-S b4-3 Control 2% — Indra 20 Ly, 6750 strength
Pegasi Sector NY-O a7-2 Control 2% — Raijin 25 Ly, 6470 strength

Notes
The rules revision begins this week.
The Alert report lists predicted attackers.

Week 79, 30th May 3310​

Report
Twenty-one Alerts repelled at HIPs 20492, 21918, 20056, 21380, 21946, 20491, 18857, 117762 and 18513, 69 Upsilon Tauri, 78 Theta-2 Tauri, Hyades Sector FB-X c1-17, Nu Guang, Tvasu, Ngolite, Jawul, Wanmi, Col 285 Sectors YT-F b12-3 and AU-F b12-1, and Pegasi Sectors EB-W b2-3 and VK-L a9-3.
Nine Invasions defended at Nibelaako, HIPs 20616 and 37520, Asletae, Wogaiawong, Bormuninus, Laumas, Unktety and Kissi.
Twelve Control evictions at 77 Theta-1 Tauri, Arietis Sectors JR-V b2-3, DQ-Y c9, KM-T a4-2 and HG-X b1-4, 92 Sigma-2 Tauri, 37 A1 Tauri, HIPs 20741, 21788 and 20482, and Hyades Sectors LC-U b3-4 and QI-S b4-2.
One Matrix system cleared at HIP 19870.
In addition to the defended Invasions, one recaptured system starting Recovery is HIP 20741.
 
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There are 27 alerts, 0 invasions and 604 control systems now?

Much as I like doing alerts I'm tempted to ignore them henceforth, in the hope that more invasions occur - keeping a significant part of the playerbase happy. If some invasions succeed that's a few more controls

So I'll be looking at control systems. Is there a view on whether to do spire activity or non-spire activity (I quite like salvage operations in a Type-10 mopping up scythes and scouts but if spire activity or something else is far more valuable suppose I'll do that instead)
 
So I'll be looking at control systems. Is there a view on whether to do spire activity or non-spire activity (I quite like salvage operations in a Type-10 mopping up scythes and scouts but if spire activity or something else is far more valuable suppose I'll do that instead)
Both types are needed, so whichever you prefer.
 
IIRC all the spires at Indra are outside the inner 10, so at some point we're going to wind up with none and saboteurs are going to have to go elsewhere.
Possibly ignore alerts on matrix systems?
 
Here is a test run from the Bio Capsule dump today:

630 Bio Capsules Dumped

Systems Checked (all out of Spire Range):

HIP 22524 (20.09 LY to Titan, Inhabited)
Starting WarProgress = 0.000896
Estimated Strength = ~11500
New WarProgress = 0.008776 (+0.788%)
Strength Equivalent = ~90.6

HIP 20712 (18.55 Ly to Titan)
Starting WarProgress = 0.001400
Estimated Strength = 6940
New WarProgress = 0.014373 (+1.2973%)
Strength Equivalent = ~90

Arietis Sector LM-V b2-3 (20.11 Ly to Titan)
Starting WarProgress = 0.003921
Estimated Strength = 6854
New WarProgress = 0.017059 (+1.3138%)
Strength Equivalent = 90

Hyades Sector TO-Q B5-2 (22.52 Ly to Titan)
Starting WarProgress = 0.022505
Estimated Strength = ~6750
New WarProgress = 0.035900 (+1.3395%)
Strength Equivalent = 90

Hyades Sector PI-S b4-2 (22.43 Ly to Titan)
Starting WarProgress = 0.001445
Estimated Strength = ~6740
New WarProgress = 0.014832 (+1.3387%)
Strength Equivalent = ~90.2

Using the minimum strength movement of 90 and noting that all systems tested progressed roughly the same amount:

630 Capsules / 90 Strength = 7 Capsules / 1 Strength

Total Strength delivered = 41 CS Systems X 90 = 3690 Overall Strength delivered
 
Much as I like doing alerts I'm tempted to ignore them henceforth, in the hope that more invasions occur - keeping a significant part of the playerbase happy. If some invasions succeed that's a few more controls

Without any rule-changes from here, Invasions are now gone—the point about not worrying so much about Alerts is still true for yourself if you want to adapt to the demand for Control actions, but as it is now I think there is no chance of any populated Alert system surviving.

With present strength and action efficacy rules, the only way we get an Invasion is if Thargoids start bypassing some number of Alerts and start Invasions directly.


Possibly ignore alerts on matrix systems?

The chance is slim, but surely is worth communicating! I think there are none this week, and I imagine we shall have to discover after a month whether HIP 19870 gets an opportunity to serve us once again.


630 Capsules / 90 Strength = 7 Capsules / 1 Strength

Thank you ever so much for testing that!
 
Question I've wanted to clear up about Spire sabotage: Do we know for sure whether the mission is needed for the full effect of a Sabotage or can a CMDR just go to a Spire of their choice and keep re-logging near/in an SRV to poison the same container over and over again for the same/better effect compared to flying back and forth to get/turn in missions?
 
(Unrelated to above) I’ll say, the open space AXCZs do make for a rather… ‘interesting’ change of pace to the port-based ones. At some point today even the low intensity zone I visited just started throwing Medusas and Basilisks at me more than Cyclops, and the tougher two generally appear to have a better spawn chance in those [open CZs].

(I wouldn’t complain if the port conflicts were like that - given that you have the ability to rearm/repair at any time there, some of the tougher interceptors, more often, wouldn’t be amiss… that’s, if we ever get to see any invasions in the coming months again.)
 
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