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[TC] Having Commanded AI Ships Use Front Turrets?
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Triaxx2





Joined: 29 Dec 2009
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PostPosted: Tue, 28. Feb 12, 15:35    Post subject: Reply with quote Print

Nova's aren't bad. But Nova Raiders are expensive for their ability. They're not as cost effective and they tend to die far more than they really should.

As a fast attack force running ahead, or engaging fighters, yeah, Nova R's are fine, but for engaging capitals, they tend to be shredded easily, or simply don't have the maneuverability. I've seen Pikes dodge PPC, and Nova R's get tagged. They really miss that extra shield.

Nova Vanguards are a better bargain, particularly with something as energy hungry as HEPT.


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Zippo342





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PostPosted: Tue, 28. Feb 12, 19:33    Post subject: Reply with quote Print

zazie wrote:
HateDread wrote:
what heavy fighters do you recommend?
Best bet: Notus Hauler. It has 5*25 MJ-shielding, decent speed (169 m/s), good rates for Shield Generator, Laser Energy and Reloading, 255 L-cargo hold and two Turrets. They can use PBG, so they practically never run out of energy.

You have to build them in the PHQ though - or to cap them, what seems to be difficult in some games.


I was under the impression that Notus Haulers do not bail at all, and could not be reverse engineered in Vanilla TC. Is my assumption incorrect, or do you have a mod that allows this?


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HateDread





Joined: 26 Feb 2012

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PostPosted: Tue, 28. Feb 12, 22:55    Post subject: Reply with quote Print

Triaxx2 wrote:
Nova's aren't bad. But Nova Raiders are expensive for their ability. They're not as cost effective and they tend to die far more than they really should.

As a fast attack force running ahead, or engaging fighters, yeah, Nova R's are fine, but for engaging capitals, they tend to be shredded easily, or simply don't have the maneuverability. I've seen Pikes dodge PPC, and Nova R's get tagged. They really miss that extra shield.

Nova Vanguards are a better bargain, particularly with something as energy hungry as HEPT.


From your post and from others, I take it I should switch to maybe 16-24 Falcon Haulers for the main fighter fleet, with maybe Nova Raiders as a handful of interceptors? The Solanos look pretty good as well, and with alright shielding, but the Pikes have tiny shields! I don't understand how they're useful, considering I was just told shields > speed?

(Also, something about using 'Falcon Haulers' as a main fighter feels wrong. Isn't it... you know... meant to be a hauler?)

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Rhu





Joined: 10 Jan 2011



PostPosted: Tue, 28. Feb 12, 23:18    Post subject: Reply with quote Print

HateDread wrote:
(Also, something about using 'Falcon Haulers' as a main fighter feels wrong. Isn't it... you know... meant to be a hauler?)


My falcon haulers tend to find themselves hauling all sorts of munitions: a couple hundred mosquito missiles, a heap of ebc crates, and a mess of tempests.

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jkjklkl





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PostPosted: Wed, 29. Feb 12, 00:31    Post subject: Reply with quote Print

Zippo342 wrote:

I was under the impression that Notus Haulers do not bail at all, and could not be reverse engineered in Vanilla TC. Is my assumption incorrect, or do you have a mod that allows this?


Notus Haulers definitely bail in vanilla TC with the Bonus Pack. I don't know why everyone keeps thinking otherwise. Not sure about being able to reverse engineer them, however, as I don't have the PHQ yet.

HateDread wrote:

From your post and from others, I take it I should switch to maybe 16-24 Falcon Haulers for the main fighter fleet, with maybe Nova Raiders as a handful of interceptors? The Solanos look pretty good as well, and with alright shielding, but the Pikes have tiny shields! I don't understand how they're useful, considering I was just told shields > speed?


Above a certain speed, they will dodge well enough to avoid most of the fire. Below it, you should try to maximize shields at the cost of speed. I can't give you an exact value for that speed, but I've found the Solano to be a great ship in AI hands.

HateDread wrote:

(Also, something about using 'Falcon Haulers' as a main fighter feels wrong. Isn't it... you know... meant to be a hauler?)


If you want to roleplay your haulers as haulers, then go ahead. Their shielding and cargo capacity make them great fighters though, and they aren't fast enough to become flying coffins.

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xTemon



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PostPosted: Wed, 29. Feb 12, 04:03    Post subject: Reply with quote Print

My thought was M8s when I looked at it. Sure, the Kea and Notus aren't bad, but M8s have the maneuverability of a Fighter, decent shields, (OTAS Auster Hauler is good shields, but M6 Maneuverability), and pack a heck of a punch.

I get in sector with Race Response Fleets using them and often don't have time to reach the targets in a fast M3. M6 is useless-or nearly so-for the above reasons, and M7s are close to the same, but with slightly better coverage on their turrets.

Nothing beats speed and maneuverability. You can't dodge in an M7 or M6, and the shields of M3s are comparable in some cases. It isn't really the AIs fault; they are just too slow and unmaneuverable.

In Sector fights with more maneuverable fighters don't see the same problems. AI doesn't really dodge, it just gets out of the way. Smile

Mostly that is speed and maneuverability, combined with the AI trying to bring it's guns into range and on target. Just works better on Fighters.

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A5PECT





Joined: 03 Sep 2006
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PostPosted: Wed, 29. Feb 12, 04:21    Post subject: Reply with quote Print

HateDread wrote:
(Also, something about using 'Falcon Haulers' as a main fighter feels wrong. Isn't it... you know... meant to be a hauler?)

I don't think of them that way. But that may be because I just use them to haul things.

Like missiles.

Towards my enemies.


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Zippo342





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PostPosted: Wed, 29. Feb 12, 07:42    Post subject: Reply with quote Print

jkjklkl wrote:
Zippo342 wrote:

I was under the impression that Notus Haulers do not bail at all, and could not be reverse engineered in Vanilla TC. Is my assumption incorrect, or do you have a mod that allows this?


Notus Haulers definitely bail in vanilla TC with the Bonus Pack. I don't know why everyone keeps thinking otherwise. Not sure about being able to reverse engineer them, however, as I don't have the PHQ yet.


Not having bothered to try to get one to bail, the "everything spreadsheet" for TC lists them as being in but No Bail and No RE. That's why I made my assumption. However if they do bail, that is a project now for me to do Smile


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jkjklkl





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PostPosted: Wed, 29. Feb 12, 08:08    Post subject: Reply with quote Print

Zippo342 wrote:
jkjklkl wrote:
Zippo342 wrote:

I was under the impression that Notus Haulers do not bail at all, and could not be reverse engineered in Vanilla TC. Is my assumption incorrect, or do you have a mod that allows this?


Notus Haulers definitely bail in vanilla TC with the Bonus Pack. I don't know why everyone keeps thinking otherwise. Not sure about being able to reverse engineer them, however, as I don't have the PHQ yet.


Not having bothered to try to get one to bail, the "everything spreadsheet" for TC lists them as being in but No Bail and No RE. That's why I made my assumption. However if they do bail, that is a project now for me to do Smile


Ah, that it does. Interesting. I had initially tried because I thought it said that they could bail. My apologies.

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zazie



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Joined: 07 Mar 2005
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PostPosted: Mon, 19. Mar 12, 13:24    Post subject: Reply with quote Print

Zippo342 wrote:
Not having bothered to try to get one to bail, the "everything spreadsheet" for TC lists them as being in but No Bail and No RE. That's why I made my assumption. However if they do bail, that is a project now for me to do Smile

Sorry for the late answer, had been away some weeks: I don't know what you mean with that spreadsheet. But I can confirm that Notus Haulers bail and can be reverse-engineered in X3TC 3.1 Vanilla. They need roughly four hours to be built in the PHQ.

@ Zippo342: did you succeed in capping one ?

Edit: for being correct: My game is still 3.0 Vanilla

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