X3: TC first successful boarding, hired TL

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Fezder
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Re: X3: TC first successful boarding, hired TL

Post by Fezder » Tue, 30. Oct 18, 17:09

I couldn't use those phased shockwave generators due friendly fire. Instead, I placed flak artillery arrays as side turrets, firing fighters. Back turret was congussion impulse generator, same purpose.
Front turret 4xincendiary bomb launcher. And main gun was mix of PSG+ISR, depending what I'm aiming at. Managed to destroy one of stations, but then it was too much.

Could take another shot with more PSG's.

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ubuntufreakdragon
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Re: X3: TC first successful boarding, hired TL

Post by ubuntufreakdragon » Tue, 30. Oct 18, 17:55

I don't use Missiles in normal boarding but boardingpods.
I normally use a terran M2 as practise target for the enemies turrets, 12gj can take all a M1 has to offer and are still up, as a nice bonus 4 not overloaded psp shots do exactly 1gj damage which makes taking out enemy shield pretty precise and easy.
I just move the M2 in a different angle (30°) than the approaching boarding pods, but both objects are visible to the same turrets.
Only against Xenon I use fighter drones to disturb the target.
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist

Fezder
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Re: X3: TC first successful boarding, hired TL

Post by Fezder » Tue, 30. Oct 18, 18:53

OFF is now completed, replaced ISR's with HEPT's, and FAA's to PSG's. Friendly fire wasn't issue this time, because support died due khaa'k....or me, dunno!

jlehtone
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Re: X3: TC first successful boarding, hired TL

Post by jlehtone » Tue, 30. Oct 18, 19:05

Fezder wrote:
Tue, 30. Oct 18, 18:53
Friendly fire wasn't issue this time, because support died due khaa'k....or me, dunno!
That is the nice side of the Kha'ak; they "help" you.

IIRC, there was an another plot with almost reasonable amount of slaughter (unlike the hands down OFF).
radcapricorn wrote:
Mon, 29. Oct 18, 21:23
Are you thinking about boarding two ships at once yet? :D
Fezder wrote:
Mon, 29. Oct 18, 21:49
Nah, sounds too much hassle!
:gruebel: Isn't the chance to hassle the reason we play?

X3AP. Harmony of Perpetuity. Big sector. Some 80 km from the only Gate to a Station. The Station requests assistance; Pirates are about to raid them. There they come. Fighters, occasional Bomber or Corvette, and about three Capitals (decent Fight Rank has its perks). A long line.

We are ready. We get the attention of the fastest Capital. Draw it to side. Marines have the serious talk. Rinse and repeat. There is no point to kill any of the big ships. Even the Paranids approve threes. :paranid:
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.

DrSuperEvil
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Re: X3: TC first successful boarding, hired TL

Post by DrSuperEvil » Wed, 31. Oct 18, 00:53

PSGs do good shield damage but only deal PBG levels of hull damage. I mostly use them as a shield against missiles for fighting M7Ms and swatting M1 fighter wings.

Honved
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Re: X3: TC first successful boarding, hired TL

Post by Honved » Wed, 31. Oct 18, 15:07

DrSuperEvil wrote:
Wed, 31. Oct 18, 00:53
PSGs do good shield damage but only deal PBG levels of hull damage. I mostly use them as a shield against missiles for fighting M7Ms and swatting M1 fighter wings.
That's not a problem in TC, where hull values aren't drastically increased. Since the Agamemnon and Diemos have impressive amounts of shielding for their class, they can easily afford to ram other ships in the same class (or lower) after taking the shields down even half-way. Even 4 PSGs are more than capable of dropping the shields during the approach for a ramming attack (just hold down the fire button and charge), and the enemy ship simply evaporates on impact, while you've still got plenty of shield strength left. The Paranid capital ships aren't optimal for use against some of the other race fleets, but are the perfect tool for the task in OFF.

Ridiculous numbers of Kha'ak "Scout" fighters are no problem, because the area effects of a PSG are more than sufficient to vaporize entire waves of them. Other turret weapons simply can't compare in this role. As said, using them in race sectors is a problem, because of collateral damage to EVERYTHING within their general arc of fire and range. Just don't send two Paranid capital ships in together and keep them close, or else you'll end up with only one capital ship in short order, badly damaged. The good part is that they have no need of escort; the bad part is that any escort you do give them will not live long, even if the enemy never fires a shot at them.

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