1st capping tutorial (Titurel)
Posted: Wed, 29. Apr 15, 04:50
Here's a brief first boarding method for Tits. I've chosen a Tit because they're less fragile than freighters & they're now easy enough to find. It's a bit time consuming & the numbers may vary depending upon how many marines you have & what experience (level) they have, but it works for me:
BR = Boarding Resistance; BA = Boarding Attack; cURV = Constructor URV
[edit] I'm now fairly happy with this, but I'll hunt down that other reference when I remember.. [/edit]
[edit] I've added & amended a few things, but as a /first/ cap tutorial this still works (eg missiles are useful later on for takng out turret clusters). I still haven't found that last reference though! [/edit]
[edit] Minor rewording for some points to make things clearer [/edit]
Original post with followup discussion here
BR = Boarding Resistance; BA = Boarding Attack; cURV = Constructor URV
- Assignment: Boarding a Titurel (v3.10x was used here)
Assets: 50 rookie marines & a reasonably decent Marine Officer (MO): 4/4/3 (this was mine: search with smalltalk until you find a decent one). Skunk has Mk2 weapons except for Mining Laser which we can discount for obvious reasons. I'll not use missiles in this boarding as it's a waste of money at this point (early game) IMO, but if you want feel free to use them. Have any captain (purely to enable drone transfer) & a /good/ (4-5*) engineer ready to deploy
[I've done this with Mk1 weps; it takes a bit longer but the result is the same. Missiles (Sunstalkers or their lighter versions) are good at taking out turret clusters due to splash damage, but it takes a fair bit of skill & the results are variable, so not recommended for a first capping attempt]
If you're confident with using a hacker drone (ie playing the minigame), go ahead; if you're not I suggest you sell the drone(s) to a friendly dealer nearby to prevent Yisha from telling you to use it. REMEMBER that hacker drones may be targetted by an enemy's PD (point defence), so if you don't have the cash to spare or the techniques to avoid PD fire, sell it off
[a successful hacker drone mission set will disable capship shields & weps for a short time (5mins?) if used /prior/ to commencing boarding]
Preparation:
Find a Tit a fair distance out from any stations & their patrols. This should be fairly easy with the new game methodology in Albion (or OL): there are Tits appearing all over the place! With decent radar coverage you should be able to find one at around 20-35Km away from any station, with its command 'Patrol'. This is ideal! Remember any ships squadded to you wil automatically fire on the Tit as soon as it lands a hit on you, so send them away as soon as you find your target
Method:
- 1. Knock out <target's> engines as quickly as possible, preferably without taking the associated local shield generator (qv). This gives you a safe place to hide, & you'll be coming back to knock out repaired engines probably at least once. It also prevents <target> from coming within range of other ships who may call on their local patrols or stations to help to destroy the hostile
[you can use a Traitor drone's mines to do this, but you may have to be very careful to avoid the Tit's PD H/MA fire. Not worth the time IMO]
2. Start by taking out turrets (/not/ shields!). Use the Apache method: pop up, disable/destroy a few turrets that are shooting at you, then pop down again to recharge shields. Work your way forward using this method until you've disabled/destroyed all turrets (check in the target details screen), then position yourself near the JD. Take it out now to save time later
[if you disable the turrets (take them below 25% hull) they'll remain valid targets for Yisha's directives, giving you a better chance to take the ship with an intact drone bay. The drone bay & its drones are your best profit-making area, so you don't want to destroy it if at all possible: disabling is fine. A disabled (but not destroyed) drone bay also allows you to transfer cURVs for quicker repairs]
3. Now it's a matter of time & patience. Check the target's boarding resistance in it's details screen; for the boarding loadout I've suggested at the top of this post you'll want it below 40, preferably around 25 or so, [currently BA at +10 over <target's BR> means no casualties] but that may change depending upon other things. You may notice some hostile drones flying around. With luck these are the Tit's own cURVs, repairing it; LEAVE THEM ALONE (qv). Any hostile drones that shoot at you, take out ASAP ofc
ATM /any/ drones on board add to the target's BR; the more drones it has (even cURVs or Cargolifters) take the BR up by quite a bit If you destroy the drone bay the drones not in use are all lost, meaning <target> won't repair quickly after boarding (cURV loss) & will lose efficiency & profitsss (excess cargolifter sale loss). If you find you need to shoot the drone bay eventually, (eg if <target> has some attack drones on board or simply because the BR is too high even at 5% hull), try to take it below 25%, when it'll be disabled but not destroyed. This doesn't apply to Yisha's directions; nor does it detract from the BR of the number of drones available, unfortunately
4. Take the Tit's Hull down to around 20% (by all means use other ships here to back you up if you're sure you can stop them /instantly/ - shots in flight & drones take a few seconds to respond! Yes I know that's a boring 10min of playtime, especially when I've told you not to shoot at shields, but the reward!.. NOTE: if you're using the Pulse Maser Mk3 (or Mk2 I think) its accuracy, range & DPS vs Hull is remarkable & persists for about 5s after you take your finger off the trigger, so don't go overboard on approach to the target!
5: Check the target's BR. If it's above 36 expect to fail (with the above assets): take the hull down some more (but /not/ below 5%, just in case..). If below 36 take out repaired engines again. Last check for active (repaired) turrets & to make sure you've got all squadded ships ignoring you (run from battle, fly elsewhere, whatever)
**SAVE** - no point in losing a 20 min preparation to a whim..
6. BOARD option! Since you've disabled/destroyed all turrets the BPs should be safe in transit. No losses there
7. NOW it gets interesting. Since you've disabled/destroyed all turrets Yisha's 5 directives will be to destroy surface targets on the ship. Hopefully that will /not/ include the Drone Bay, but we'll have to go with what the game scripted [you can quicksave at each Yisha mission completion to gain a different target on reload] There may be a time limit on how long you take to accomplish each of Yisha's tasks, but we're not given any clue as to what that may be
I can say (with little evidence) that destroying a capship shield gen (Tit has 2) takes quite a while & may be a little too long to do without help (from missiles or other ships) but I haven't really tested it. You may well come up with a better solution, such as taking them out before starting the final boarding command. This would reduce the number of options Yisha has to give you (ie greater chance she gives you drone bay to destroy), but it'll make the operation quicker to complete.. your choice. You may like to consider taking them down to 20% before the board command, as it's the shields that take the time (& screw Yisha's timing if she gives them as an option).. whatever..
If you accomplish all Yisha's tasks you'll take minimal casualties. Marine strength has nothing to do with casualty rates atm [citation needed]. Failing Yisha's tasks means you'll take a guaranteed drop in marines [20% per task] (with a commensurate drop in BP, possibly leading to failure of the op depending upon how far along you were), leading to a commensurate drop in cash (for marine replacements)
8. RESULT!: You have a not-so-shiny Tit to add to your fleet. Enter the backroom & tell your engineer & captain to work elsewhere, then (after a few seconds) join them on the Tit to congratulate them & retrieve your MO. You will have lost around 11 marine greenies (depending on BR & how well you did with Yisha's games); another 11 may have levelled up to Vet, & the rest.. well you know the game now
- 1. Knock out <target's> engines as quickly as possible, preferably without taking the associated local shield generator (qv). This gives you a safe place to hide, & you'll be coming back to knock out repaired engines probably at least once. It also prevents <target> from coming within range of other ships who may call on their local patrols or stations to help to destroy the hostile
[edit] I'm now fairly happy with this, but I'll hunt down that other reference when I remember.. [/edit]
[edit] I've added & amended a few things, but as a /first/ cap tutorial this still works (eg missiles are useful later on for takng out turret clusters). I still haven't found that last reference though! [/edit]
[edit] Minor rewording for some points to make things clearer [/edit]
Original post with followup discussion here