need help with oos combat in X3ap
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need help with oos combat in X3ap
Hello everyone,
I'm about to start buying and equiping ships for the xenon entrance defense, before upping my fighter rank further (currently rank 18 and having the occasional trader loss).
Since the alphadamage got reduced in ap compared to tc, are other shipclasses than the m2's with 12+gj shielding worthwhile to use, for aesthetic, rp or cost effectiv reasons?
I'm currently thinking about 3 ways I want to secure the universe.
1. Deimoses equipped with psg's, I like the paranid shipdesigns, and I read that the psg and pbg are very good in oos. (Is there a weapons list somewhere, where you can read up oos effectivness of the different weapons?)
2. A couple supplied Hades that sit at the other end of the sektor (possible defended by some fighters), which just instagib everything that comes out of the gate? (Or would I have to give attack commands manually, since oos combat is only in a 4km range?)
3. An m1/M7c filled with missile supplied fighters (probably falcons)? That work similar to the hadesidea, just with some added weapondamage/shields? The m1/m7c would be parked away from the gate and just launch the fighters to deal with the incomming problem.
I'm about to start buying and equiping ships for the xenon entrance defense, before upping my fighter rank further (currently rank 18 and having the occasional trader loss).
Since the alphadamage got reduced in ap compared to tc, are other shipclasses than the m2's with 12+gj shielding worthwhile to use, for aesthetic, rp or cost effectiv reasons?
I'm currently thinking about 3 ways I want to secure the universe.
1. Deimoses equipped with psg's, I like the paranid shipdesigns, and I read that the psg and pbg are very good in oos. (Is there a weapons list somewhere, where you can read up oos effectivness of the different weapons?)
2. A couple supplied Hades that sit at the other end of the sektor (possible defended by some fighters), which just instagib everything that comes out of the gate? (Or would I have to give attack commands manually, since oos combat is only in a 4km range?)
3. An m1/M7c filled with missile supplied fighters (probably falcons)? That work similar to the hadesidea, just with some added weapondamage/shields? The m1/m7c would be parked away from the gate and just launch the fighters to deal with the incomming problem.
Re: need help with oos combat in X3ap
First a disclaimer: I don't defend. My focus is entirely on (personal) attacks. Yes, my ships can and will end up in harm's way occasionally (particularly when I'm in sector), but credits are cheap and ships expendable.
Both PSG and PBG are are effect weapons. Their damage/hit is low but their "cloud" does multiple "hits" in sector. Only one hit OOS.
In a table like http://roguey.co.uk/x3ap/lasers/
there are both "damage per shot" and "damage per second".
AFAIK, in the OOS combat resolution only the "damage per shot" is used. The PSG and PBG are thus weak OOS. Imagine a shotgun that fires just one pellet OOS, but dozens in sector.
The "damage per second" is an in sector property, which assumes that every shot hits and the ship has sufficient energy for continuous firing. Some other site has "energy per shot" or "energy per second" listed for the guns too. You can calculate or experiment how much you can shoot before your damage per second is dictated by the laser energy recharge rate of your ship (and efficiency of the gun type).
I was under the impression that such sentence should contain word: not.Alexeiy wrote:I read that the psg and pbg are very good in oos.
Both PSG and PBG are are effect weapons. Their damage/hit is low but their "cloud" does multiple "hits" in sector. Only one hit OOS.
In a table like http://roguey.co.uk/x3ap/lasers/
there are both "damage per shot" and "damage per second".
AFAIK, in the OOS combat resolution only the "damage per shot" is used. The PSG and PBG are thus weak OOS. Imagine a shotgun that fires just one pellet OOS, but dozens in sector.
The "damage per second" is an in sector property, which assumes that every shot hits and the ship has sufficient energy for continuous firing. Some other site has "energy per shot" or "energy per second" listed for the guns too. You can calculate or experiment how much you can shoot before your damage per second is dictated by the laser energy recharge rate of your ship (and efficiency of the gun type).
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Re: need help with oos combat in X3ap
I concur.jlehtone wrote:I was under the impression that such sentence should contain word: not....Alexeiy wrote:I read that the psg and pbg are very good in oos.
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I've never done this style of combat, but some thoughts occur:
- Equip your Paranid heavies with PSG/PBG as appropriate & station them in front, far apart from each other (to avoid blue-on-blue hits) as blockaders
Equip your M7Ms with as many Flails as possible to shoot down the gnats, entering sector behind your blockaders. Remember to have ammo auto-restock CLS enabled for these ships
Enter sector yourself once the first 2 stages are (near to) complete, to enjoy much much (temporary) FPS loss as your capship guns suddenly have the firepower to wipe out the sector
Your M2 missile carrying fighters are a nice idea, but I suspect they'd be lost to attrition quite soon, as well as causing problems for your capships (& lowering FPS). You could use these instead of M7Ms I guess, but I suspect the attrition rate would still be quite high; OK if you're up to losing a load of valuable fighters in the nature of the experiment tho..
Once the initial firestorm is over you can advance ships as necessary to attack the base, if the Flails haven't wiped it out already
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator) DxDiag
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator) DxDiag
OOS combat:
1. Round based, point blank.
2. Fastest ship attacks first.
3. Each round every weapon is shot once.
4. A full box of ammo per shot.
Following that basic rule.... all your ideas were "bad".
Terran ships in AP are undisputed OOS gods. You can hate PSP all day long but it has highest per shot damage bar nothing. While we are at it they also have highest shields compared to almost everything.
Anything ammo based is generally not a good idea for OOS.
1. Round based, point blank.
2. Fastest ship attacks first.
3. Each round every weapon is shot once.
4. A full box of ammo per shot.
Following that basic rule.... all your ideas were "bad".
Terran ships in AP are undisputed OOS gods. You can hate PSP all day long but it has highest per shot damage bar nothing. While we are at it they also have highest shields compared to almost everything.
Anything ammo based is generally not a good idea for OOS.
No such thing as energy OOS either, just like there is no collision.jlehtone wrote:First a disclaimer: I don't defend. My focus is entirely on (personal) attacks. Yes, my ships can and will end up in harm's way occasionally (particularly when I'm in sector), but credits are cheap and ships expendable.
I was under the impression that such sentence should contain word: not.Alexeiy wrote:I read that the psg and pbg are very good in oos.
Both PSG and PBG are are effect weapons. Their damage/hit is low but their "cloud" does multiple "hits" in sector. Only one hit OOS.
In a table like http://roguey.co.uk/x3ap/lasers/
there are both "damage per shot" and "damage per second".
AFAIK, in the OOS combat resolution only the "damage per shot" is used. The PSG and PBG are thus weak OOS. Imagine a shotgun that fires just one pellet OOS, but dozens in sector.
The "damage per second" is an in sector property, which assumes that every shot hits and the ship has sufficient energy for continuous firing. Some other site has "energy per shot" or "energy per second" listed for the guns too. You can calculate or experiment how much you can shoot before your damage per second is dictated by the laser energy recharge rate of your ship (and efficiency of the gun type).
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Re: need help with oos combat in X3ap
hey im new to the X3ap but what does OOS mean?
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Re: need help with oos combat in X3ap
Another necro of yours! OOS = Player Out of Sector where activity happens. IS = Player In Sector where activity happens.
There is an abbreviation/acronym FAQ too.
There is an abbreviation/acronym FAQ too.
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