X3TC v3.2 OOS Combat System Changed or not?

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giva007
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X3TC v3.2 OOS Combat System Changed or not?

Post by giva007 » Tue, 13. Aug 13, 14:25

I've been wondering what happened to the OOS Combat System ever since TC v3.2 patch?

last time i play on patch 2.7 OOS combat AFAIK are ignoring some criteria of fighting such as missing shot, energy drain, cooldown time etc. etc. and based solely on specification of the ship and guns it carry.

as i recall my last game years ago on v2.7 i could place an M7 on OOS patrol and getting shot by a lot of enemies (i dont remember exactly, but it supposed to be an m6 and some fighters) and the shield are barely touching half before the enemy are wiped out

but in v3.2 in which i am playing now, i placed an OTAS Boreas fully Shielded with 5x2GJ, PPC's in Front, Starboard and Port, IBL's in back turret and FAA's in ventral dorsal turret. escorted by a zephyrus with 4 Nova raider L fully upgraded. set to patrol sector on brennan triumph

and then there's a bunch of Pirates M3's and several M4 spawned in the sector attacking the boreas, and to my curiosity i saw my boreas Shield Drop to almost 10% and my zephyrus were destroyed after about 1 minutes of battle.

it is possible for 10 or so M3's to almost destroy a Fully armed and shielded Boreas with escort?
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Infekted
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Post by Infekted » Tue, 13. Aug 13, 15:07

Kind of depends what those M3s were armed with. There is a lot of potential fire power in many M3s. Say they were all packing HEPT all over. That'd be 80 hept or so for 10 regular M3s. That's a lot.
Sounds like you lost the numbers game. Each round your ships could take out one of theirs and visa versa, til you ran out of chaff and there was still plenty of their ships left to put some hurt on the boreas.
If you added some more cheap fighters to the mix the result would probably have been very different.

giva007
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Post by giva007 » Tue, 13. Aug 13, 15:17

Infekted wrote:Kind of depends what those M3s were armed with. There is a lot of potential fire power in many M3s. Say they were all packing HEPT all over. That'd be 80 hept or so for 10 regular M3s. That's a lot.
Sounds like you lost the numbers game. Each round your ships could take out one of theirs and visa versa, til you ran out of chaff and there was still plenty of their ships left to put some hurt on the boreas.
If you added some more cheap fighters to the mix the result would probably have been very different.
all of my fighter wing of 5 Nova Rider are also engaging the pirates

and is the OOS combat rule calculating the maximum potential of a ship rather than calculating it's actual loadout? i mean say there's a Nova with 4 HEPT installed and is fighting OOS. will the Game count the damage it inflicts equal to 8 HEPT which is it's max loadout or still counting it 4?
The PSP are both great and disastrous weapon at the same time. so don't use it to hunt Spaceflies!

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Post by Infekted » Tue, 13. Aug 13, 17:00

Yes but 5 isn't very many. Tho you did say four originally and a TM? If there was 10-15 enemy fighters all toting silly weapon combos, then you'd get outnumbered and cut down.

It matters what weapons they actually have installed. Which is random on NPC ships. Usually it's not very good, but it can be over the top too.
If it has 4 hept, it will calculate 4 hept, with a randomiser modifier. I have found that PBG do quite extreme damage in OOS too. Not as bad as IS, but still considerable. Pirates often pack those.

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Post by Geek » Tue, 13. Aug 13, 18:20

The IA M4/M3 love to use FBL too and that does alot of damage OOS in TC.
Right on commander !

brownthomasw
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Re: X3TC v3.2 OOS Combat System Changed or not?

Post by brownthomasw » Tue, 13. Aug 13, 18:30

giva007 wrote: it is possible for 10 or so M3's to almost destroy a Fully armed and shielded Boreas with escort?
apparently so, there also could have been some enemy patrol leader who died by the time you were there watching who did a number on the boreas shields.

Scary if it just a pack of M3's. Don't patrol pirate space these day is all one can learn. Have them go do something there, run to the rescue of something but don't leave them there on patrol, he could have just as easily met a Brigantine and you'd have no surprise that even a Boreas could get some scratchs on it or worse. idk about changes though.

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Post by AgamemnonArgon » Tue, 13. Aug 13, 23:04

Unless one is out to retaliate against the Pirates for some reason, setting ships on Patrol in their territory is pointless, as the biggest and best of ones fleet will suffer losses during that time.

I tried with two Boreas, four Shrikes, and some Cerberus with Flak, but I still had fighter and ship losses.

Pirate Sectors belong to the Pirates, and there is too much else to fight over, than to lose valuable starships there.

Flatten any Pirate bases or factories if given cause, then make a tactical advance, back to friendly space.....
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giva007
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Post by giva007 » Wed, 14. Aug 13, 02:47

The only reason i put my patrol there was because i lost so many and yes sooo much and a lot of my freighters there. as i'm doing HUB plot, i spam freighters with "buy for best prices.." and some CAG Traders. and those poor remote controlled traders are always get slaughtered in the pirate alley.

and idk why pirate are seemingly exceptionally active in my game. so i capture every bit of capital ship on sight and set them on patrolling the pirate alley. currently running boreas, Python, Tiger, Phanter with 10 Cutlass, 2 Zephyr each with 5 Cutlass, and two skiron. but based on your comment then i think it wont be long before i lose them all :shock:
The PSP are both great and disastrous weapon at the same time. so don't use it to hunt Spaceflies!

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Post by Infekted » Wed, 14. Aug 13, 10:45

Provided you give your cap ships enough covering fighters you should win every engagement. However given what you are facing you will burn thru that cover very quickly.
With pirates, the worse they hate you, the more they seek out and attack your assets.
You would be better off using CAG, and using the exceptions menu to block pirate sectors, and not patrolling them.

giva007
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Post by giva007 » Wed, 14. Aug 13, 11:30

Infekted wrote:Provided you give your cap ships enough covering fighters you should win every engagement. However given what you are facing you will burn thru that cover very quickly.
With pirates, the worse they hate you, the more they seek out and attack your assets.
You would be better off using CAG, and using the exceptions menu to block pirate sectors, and not patrolling them.

Seems true since i earn most of my cash through killing "escaped pirate" well CAG's wages could be pretty expensive
The PSP are both great and disastrous weapon at the same time. so don't use it to hunt Spaceflies!

Infekted
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Post by Infekted » Wed, 14. Aug 13, 11:45

Nah, wages are negligible. The main issue will be getting them started at Trader rank so they can use their jumpdrives. If you dock them at herrons nebula trading station, start CLS, go to trader settings and if it doesn't say Cargo Messenger, fire them and start again.

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Post by Earth Ultimatum IV. » Wed, 14. Aug 13, 13:19

In X3AP, capital ships work different.
Whenever capital ship gets attacked in OOS, that capital ship will get damage, but the damage will always get reflected to the attacker, but at the power of the capital ship.

Basically capitals are invulnerable against smaller things. If one fighter hits the capital ship, he imidiately explodes. And the amount of damage that fighters can do is hilarious, practically no chance to kill a capital ship.

giva007
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Post by giva007 » Wed, 14. Aug 13, 15:25

so it will not become too expensive that it could compensate the profit i get from UT traders? well yes i have tried it 8 Mistral SF CAG homebased on hub getting me the 450K ore pretty fast without me building any mine, but the problem is my trader are often being attacked in between homily of perpetuity, ianamus zura straight to shore of infinity and the teladi seems almost doing nothing to defend it's sector now :evil:
The PSP are both great and disastrous weapon at the same time. so don't use it to hunt Spaceflies!

Infekted
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Post by Infekted » Wed, 14. Aug 13, 16:00

Go into the exceptions menu and blacklist problem sectors.

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