Question about the update

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Sovereign01
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Re: Question about the update

Post by Sovereign01 » Fri, 17. Dec 21, 16:49

BrigandPhantos77 wrote:
Fri, 17. Dec 21, 16:25
Sovereign01 wrote:
Tue, 14. Dec 21, 17:53
BrigandPhantos77 wrote:
Tue, 14. Dec 21, 12:43


Watch out if there is like 6 corvettes grouped together. They almost popped my Springblossom in seconds.
More than once I've had to GTFO from the sector above Maelstrom Beta when that happened, I might have to go with all CIGs up front instead of 6 CIG + 2 CFA. My Astraeus always ends up ramming them before they blow up, which works but depletes my shields :D I might have to kit out my Tern and see how I do.
:sigh: Denizens of Presidents End know this pain all too well. I am soo glad those buggers are at least contained, and got stuck in there eastern most location instead of Boron space. So I have to wonder, why did they add the BP for the Gamma Kyon when it cannot be used? I haven't seen a single Kha'ak capital.
And only give you enough focus crystals to make 10 when the Khaak M2 could use 18, and the #deca M1 could equip 32 of them.

Turns out the Aquilo is even better at fighting Khaak than the Astraeus, firing Flails distracted the Corvette's turrets enough for the Hammers to get through. I only had to return to the HQ when missiles ran low. Still had enough Hammers left to take out a Xenon K that had somehow got in to the Hub.

BrigandPhantos77
Posts: 517
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Re: Question about the update

Post by BrigandPhantos77 » Sat, 18. Dec 21, 02:43

Sovereign01 wrote:
Fri, 17. Dec 21, 16:49
BrigandPhantos77 wrote:
Fri, 17. Dec 21, 16:25
Sovereign01 wrote:
Tue, 14. Dec 21, 17:53

More than once I've had to GTFO from the sector above Maelstrom Beta when that happened, I might have to go with all CIGs up front instead of 6 CIG + 2 CFA. My Astraeus always ends up ramming them before they blow up, which works but depletes my shields :D I might have to kit out my Tern and see how I do.
:sigh: Denizens of Presidents End know this pain all too well. I am soo glad those buggers are at least contained, and got stuck in there eastern most location instead of Boron space. So I have to wonder, why did they add the BP for the Gamma Kyon when it cannot be used? I haven't seen a single Kha'ak capital.
And only give you enough focus crystals to make 10 when the Khaak M2 could use 18, and the #deca M1 could equip 32 of them.

Turns out the Aquilo is even better at fighting Khaak than the Astraeus, firing Flails distracted the Corvette's turrets enough for the Hammers to get through. I only had to return to the HQ when missiles ran low. Still had enough Hammers left to take out a Xenon K that had somehow got in to the Hub.
A bomber will make short work of a K OOS. The Tomahawks just about insta-hit and cannot be dodged or shot down. Flip side, if the K fires a hornet at the bomber, you might lose it. My method is to jump the bomber in, then have it move in the opposite direction. Since the missile barrage is a secondary command it doesn't affect the movement. Doesn't rely on the combat menu. :mrgreen:
Peace is a state of mind!
War is absolute!
~ Phantos ~

Sovereign01
Posts: 2128
Joined: Wed, 25. May 05, 14:38
x4

Re: Question about the update

Post by Sovereign01 » Sat, 18. Dec 21, 03:43

BrigandPhantos77 wrote:
Sat, 18. Dec 21, 02:43
Sovereign01 wrote:
Fri, 17. Dec 21, 16:49
BrigandPhantos77 wrote:
Fri, 17. Dec 21, 16:25


:sigh: Denizens of Presidents End know this pain all too well. I am soo glad those buggers are at least contained, and got stuck in there eastern most location instead of Boron space. So I have to wonder, why did they add the BP for the Gamma Kyon when it cannot be used? I haven't seen a single Kha'ak capital.
And only give you enough focus crystals to make 10 when the Khaak M2 could use 18, and the #deca M1 could equip 32 of them.

Turns out the Aquilo is even better at fighting Khaak than the Astraeus, firing Flails distracted the Corvette's turrets enough for the Hammers to get through. I only had to return to the HQ when missiles ran low. Still had enough Hammers left to take out a Xenon K that had somehow got in to the Hub.
A bomber will make short work of a K OOS. The Tomahawks just about insta-hit and cannot be dodged or shot down. Flip side, if the K fires a hornet at the bomber, you might lose it. My method is to jump the bomber in, then have it move in the opposite direction. Since the missile barrage is a secondary command it doesn't affect the movement. Doesn't rely on the combat menu. :mrgreen:
Now I know what kind of missiles I want my next complex to make, already planning on having it produce weapons! :lol:

BrigandPhantos77
Posts: 517
Joined: Wed, 27. Dec 17, 05:47
x4

Re: Question about the update

Post by BrigandPhantos77 » Sat, 18. Dec 21, 08:30

Sovereign01 wrote:
Sat, 18. Dec 21, 03:43
BrigandPhantos77 wrote:
Sat, 18. Dec 21, 02:43
Sovereign01 wrote:
Fri, 17. Dec 21, 16:49

And only give you enough focus crystals to make 10 when the Khaak M2 could use 18, and the #deca M1 could equip 32 of them.

Turns out the Aquilo is even better at fighting Khaak than the Astraeus, firing Flails distracted the Corvette's turrets enough for the Hammers to get through. I only had to return to the HQ when missiles ran low. Still had enough Hammers left to take out a Xenon K that had somehow got in to the Hub.
A bomber will make short work of a K OOS. The Tomahawks just about insta-hit and cannot be dodged or shot down. Flip side, if the K fires a hornet at the bomber, you might lose it. My method is to jump the bomber in, then have it move in the opposite direction. Since the missile barrage is a secondary command it doesn't affect the movement. Doesn't rely on the combat menu. :mrgreen:
Now I know what kind of missiles I want my next complex to make, already planning on having it produce weapons! :lol:
Do the flail barrage missile and hammer heavy torpedo's too if you plan to use the missile frigates.
Peace is a state of mind!
War is absolute!
~ Phantos ~

Sovereign01
Posts: 2128
Joined: Wed, 25. May 05, 14:38
x4

Re: Question about the update

Post by Sovereign01 » Sat, 18. Dec 21, 18:34

BrigandPhantos77 wrote:
Sat, 18. Dec 21, 08:30
Sovereign01 wrote:
Sat, 18. Dec 21, 03:43
BrigandPhantos77 wrote:
Sat, 18. Dec 21, 02:43


A bomber will make short work of a K OOS. The Tomahawks just about insta-hit and cannot be dodged or shot down. Flip side, if the K fires a hornet at the bomber, you might lose it. My method is to jump the bomber in, then have it move in the opposite direction. Since the missile barrage is a secondary command it doesn't affect the movement. Doesn't rely on the combat menu. :mrgreen:
Now I know what kind of missiles I want my next complex to make, already planning on having it produce weapons! :lol:
Do the flail barrage missile and hammer heavy torpedo's too if you plan to use the missile frigates.
I'm already making those at my first complex, my Aquilo has reaped the benefits. I need to use it to clear the Xenon away from the entrance to Sanctuary of Darkness, the Aran is in the sector and those guys are in the way! :D

Jimmy C
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Re: Question about the update

Post by Jimmy C » Sat, 18. Dec 21, 20:00

Sovereign01 wrote:
Sat, 18. Dec 21, 18:34

I'm already making those at my first complex, my Aquilo has reaped the benefits. I need to use it to clear the Xenon away from the entrance to Sanctuary of Darkness, the Aran is in the sector and those guys are in the way! :D
It should be deep in the sector. Blow past the Xenon and they should be unable to follow you. Just make sure to bring everything you need on your ship, or have a beacon handy.

Sovereign01
Posts: 2128
Joined: Wed, 25. May 05, 14:38
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Re: Question about the update

Post by Sovereign01 » Sat, 18. Dec 21, 20:11

Jimmy C wrote:
Sat, 18. Dec 21, 20:00
Sovereign01 wrote:
Sat, 18. Dec 21, 18:34

I'm already making those at my first complex, my Aquilo has reaped the benefits. I need to use it to clear the Xenon away from the entrance to Sanctuary of Darkness, the Aran is in the sector and those guys are in the way! :D
It should be deep in the sector. Blow past the Xenon and they should be unable to follow you. Just make sure to bring everything you need on your ship, or have a beacon handy.
My Sirokos is certainly fast enough, when I was last there they had at least 4 capital ships right by the gate. Using a fast ship to lug a beacon could work too, my Scorpion Prototype is made for this.

BrigandPhantos77
Posts: 517
Joined: Wed, 27. Dec 17, 05:47
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Re: Question about the update

Post by BrigandPhantos77 » Sun, 19. Dec 21, 06:04

Sovereign01 wrote:
Sat, 18. Dec 21, 20:11
Jimmy C wrote:
Sat, 18. Dec 21, 20:00
Sovereign01 wrote:
Sat, 18. Dec 21, 18:34

I'm already making those at my first complex, my Aquilo has reaped the benefits. I need to use it to clear the Xenon away from the entrance to Sanctuary of Darkness, the Aran is in the sector and those guys are in the way! :D
It should be deep in the sector. Blow past the Xenon and they should be unable to follow you. Just make sure to bring everything you need on your ship, or have a beacon handy.
My Sirokos is certainly fast enough, when I was last there they had at least 4 capital ships right by the gate. Using a fast ship to lug a beacon could work too, my Scorpion Prototype is made for this.
Be mindful those caps respawn as soon as you personally leave system. I used 45 lasertowers set up as a wall to reduce the population of xenon in that sector. Worked very well, though a K did get lucky and take 2 of them out. I let them chase my springblossom around while the towers activated. Kept shooting at the shipyard. :twisted:

2 of the J's won't leave the vicinity of the gate either. I had to piss them off by sniping them from a 6km distance with a True Light Seeker to get them to follow me into the wall.
Peace is a state of mind!
War is absolute!
~ Phantos ~

Sovereign01
Posts: 2128
Joined: Wed, 25. May 05, 14:38
x4

Re: Question about the update

Post by Sovereign01 » Mon, 20. Dec 21, 01:33

BrigandPhantos77 wrote:
Sun, 19. Dec 21, 06:04
Sovereign01 wrote:
Sat, 18. Dec 21, 20:11
Jimmy C wrote:
Sat, 18. Dec 21, 20:00


It should be deep in the sector. Blow past the Xenon and they should be unable to follow you. Just make sure to bring everything you need on your ship, or have a beacon handy.
My Sirokos is certainly fast enough, when I was last there they had at least 4 capital ships right by the gate. Using a fast ship to lug a beacon could work too, my Scorpion Prototype is made for this.
Be mindful those caps respawn as soon as you personally leave system. I used 45 lasertowers set up as a wall to reduce the population of xenon in that sector. Worked very well, though a K did get lucky and take 2 of them out. I let them chase my springblossom around while the towers activated. Kept shooting at the shipyard. :twisted:

2 of the J's won't leave the vicinity of the gate either. I had to piss them off by sniping them from a 6km distance with a True Light Seeker to get them to follow me into the wall.
How did you set that up, did it work OOS?

BrigandPhantos77
Posts: 517
Joined: Wed, 27. Dec 17, 05:47
x4

Re: Question about the update

Post by BrigandPhantos77 » Mon, 20. Dec 21, 23:16

Sovereign01 wrote:
Mon, 20. Dec 21, 01:33
BrigandPhantos77 wrote:
Sun, 19. Dec 21, 06:04
Sovereign01 wrote:
Sat, 18. Dec 21, 20:11

My Sirokos is certainly fast enough, when I was last there they had at least 4 capital ships right by the gate. Using a fast ship to lug a beacon could work too, my Scorpion Prototype is made for this.
Be mindful those caps respawn as soon as you personally leave system. I used 45 lasertowers set up as a wall to reduce the population of xenon in that sector. Worked very well, though a K did get lucky and take 2 of them out. I let them chase my springblossom around while the towers activated. Kept shooting at the shipyard. :twisted:

2 of the J's won't leave the vicinity of the gate either. I had to piss them off by sniping them from a 6km distance with a True Light Seeker to get them to follow me into the wall.
How did you set that up, did it work OOS?
The first thing I did was draw off the fleet's personally, let them follow me around sector. The J's actually wouldn't leave the gate area, and ignored me. What I did was while the Xenon were chasing me, I brought in a mistral loaded with Lasertowers and ordered it to Jump to location. I sent it to what I deemed an off the grid kinda safe spot. Drop the towers, 10 at a time, then ordered the transport to jump back to the TL holding everything. Repeat until enough towers are placed, then wait for the counters on them to finish. Doing this they don't instantly gain full shields, so you have to be a little patient. But once I got to a sufficient number of them and the towers were ready. (I put them out in a spot just outside the map area. Then I flew past them. The Xenon all followed me and slowly, 1 at a time, entered the range of the towers. The towers lit them up as soon as they got close.

Qs vaporized really quickly, the Is and Ks not soo quickly. But still, 45 towers hammering 1 ship at a time, they fell as if being pummeled by several capitals one at a time. All the fighters and P / PXs were nothing to these towers. Picked up quite a few M/AM warheads in the process. Also, lot's of bails from L, M, Ns. Brought in my Colossus eventually to let them land on it. Course, had to prod the Js to follow me into my wall. Gotta shoot them for more than about 5% shield or they actually ignore you. lol

Oh, if you leave the system for any reason during this, the Ks and I's will instantly respawn on the primary gate in and out of system. Learned this the hard way during the cleanup phase. And a True Light Seeker will let you snipe a J from a safe distance to get it to chase you. :lol: Just use beam weapons. 6km range.
Peace is a state of mind!
War is absolute!
~ Phantos ~

Sovereign01
Posts: 2128
Joined: Wed, 25. May 05, 14:38
x4

Re: Question about the update

Post by Sovereign01 » Tue, 21. Dec 21, 05:07

BrigandPhantos77 wrote:
Mon, 20. Dec 21, 23:16
Sovereign01 wrote:
Mon, 20. Dec 21, 01:33
BrigandPhantos77 wrote:
Sun, 19. Dec 21, 06:04


Be mindful those caps respawn as soon as you personally leave system. I used 45 lasertowers set up as a wall to reduce the population of xenon in that sector. Worked very well, though a K did get lucky and take 2 of them out. I let them chase my springblossom around while the towers activated. Kept shooting at the shipyard. :twisted:

2 of the J's won't leave the vicinity of the gate either. I had to piss them off by sniping them from a 6km distance with a True Light Seeker to get them to follow me into the wall.
How did you set that up, did it work OOS?
The first thing I did was draw off the fleet's personally, let them follow me around sector. The J's actually wouldn't leave the gate area, and ignored me. What I did was while the Xenon were chasing me, I brought in a mistral loaded with Lasertowers and ordered it to Jump to location. I sent it to what I deemed an off the grid kinda safe spot. Drop the towers, 10 at a time, then ordered the transport to jump back to the TL holding everything. Repeat until enough towers are placed, then wait for the counters on them to finish. Doing this they don't instantly gain full shields, so you have to be a little patient. But once I got to a sufficient number of them and the towers were ready. (I put them out in a spot just outside the map area. Then I flew past them. The Xenon all followed me and slowly, 1 at a time, entered the range of the towers. The towers lit them up as soon as they got close.

Qs vaporized really quickly, the Is and Ks not soo quickly. But still, 45 towers hammering 1 ship at a time, they fell as if being pummeled by several capitals one at a time. All the fighters and P / PXs were nothing to these towers. Picked up quite a few M/AM warheads in the process. Also, lot's of bails from L, M, Ns. Brought in my Colossus eventually to let them land on it. Course, had to prod the Js to follow me into my wall. Gotta shoot them for more than about 5% shield or they actually ignore you. lol

Oh, if you leave the system for any reason during this, the Ks and I's will instantly respawn on the primary gate in and out of system. Learned this the hard way during the cleanup phase. And a True Light Seeker will let you snipe a J from a safe distance to get it to chase you. :lol: Just use beam weapons. 6km range.
I was able to clear out the Xenon by the gate using my M7M, most of the ships in the entire sector were clustered around it. Had to do it in 2 goes by killing as many capships as I could with Hammers (Aquilo launched those automatically), retreating when my shields got low. Once I'd taken out the Js, Ks (2 or 3 of each) the corvettes and fighters were easily dispatched while the only Q didn't spawn until later (easily taken out) when I was going to the unscanned roid detailed below.

Once there were no more Xenon ships on my sensors I brought in my Elephant while I claimed a bailed L that was handily by the gate since I hadn't managed to capture one intact for Reverse Engineering and had it dock before sending the Elephant to the HQ with its precious cargo on board. While that was going on I checked out the loot from the destroyed ships. Most of it was junk apart from one crate that contained 5 Point Singularity Projectors, I immediately jumped on those with my Elephant; grabbing those PSPs gave me the Scavenger achievement!

There was a Xenon shipyard in the sector that I was unable to take out, I tested firing all the Hammers I had left which was just enough to take out its shields and no more, so I decided to scan the couple of unscanned roids, the most distant of which was actually made of Nividium with a yield of 19. I did a test run with my Sirokos to the ship (actually 2 as first time unbelievably I forgot the boarding pods because I'd reloaded to a save before I transferred them from the HQ! :oops: ). I discovered that 5 marines are not enough for the Aran (just like with TC & AP) so I'll have to keep training, had a 6th one finish since so I'll have him join the others, I'll try again when I have a few more! :twisted:

BrigandPhantos77
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Re: Question about the update

Post by BrigandPhantos77 » Wed, 22. Dec 21, 01:26

Just be ready to have to fight everything again on your second try. Everything will completely respawn in there. I'm beginning the combat training phase for my Marines now. Time to start annoying the Pirates. I got my eye on a Condor in Hatikvahs that seems to belong to the Pirates. And a Brigantine. Next will be a couple more Mobile Pirate Bases. Captured my first, though I think I lost 1 marine on it.
Peace is a state of mind!
War is absolute!
~ Phantos ~

Sovereign01
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Re: Question about the update

Post by Sovereign01 » Wed, 22. Dec 21, 03:26

If it raises my combat rank then all the better, my Sirokos has the speed to outrun anything bigger than an M4 and enough firepower to defend itself against anything smaller so it can run the gauntlet once enough marines have finished their training, I've got 7 so far. Haven't encountered a Xenon I in that sector (or any) yet, I'll probably find those in one of the actual named Xenon sectors.

Jimmy C
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Re: Question about the update

Post by Jimmy C » Wed, 22. Dec 21, 12:21

Sovereign01 wrote:
Wed, 22. Dec 21, 03:26
so it can run the gauntlet once enough marines have finished their training, I've got 7 so far.
How many marines do you think you need? I don't remember how many I used, but I think it was less than 20. Since my original plan was to board with the M6 I was flying, I probably only used 10.
What caused your boarding failure the first time?

Sovereign01
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Re: Question about the update

Post by Sovereign01 » Wed, 22. Dec 21, 16:02

Jimmy C wrote:
Wed, 22. Dec 21, 12:21
Sovereign01 wrote:
Wed, 22. Dec 21, 03:26
so it can run the gauntlet once enough marines have finished their training, I've got 7 so far.
How many marines do you think you need? I don't remember how many I used, but I think it was less than 20. Since my original plan was to board with the M6 I was flying, I probably only used 10.
What caused your boarding failure the first time?
Not enough marines, my first attempt had just 5, my second, 7. I had another go when I gained the marines from the reward ship as cannon fodder to make up the numbers, only being 0-star grunts the damage they caused meant they abandoned the attempt on deck 2. I'll have to try again and only send the experienced ones.

This was after I used the 10 extra guys that came with that ship to make up the numbers to board an Atmospheric Lifter in Neptune, an earlier attempt having failed due to the numbers. The Sirokos' top speed being 210 and target spawning close to the planet itself south east of the gate meant it could easily outrun the Terran ships. Having an 8-gun turret capable of mounting Phased Repeater Guns meant it could take out the shields on the TL all by itself so no need for assistance. Because the 10 grunts only had a handful of stars between them (only 1 had a 3-star combat rank) one guy died on each deck, had to save scum to make sure it was the cannon fodder that bit the dust instead of the 9 trained ones. So for the loss of 5 untrained and therefore expendable troops I got myself an Atmo Lifter that I sent to be reverse-engineered.

Their capacity will come in handy when I start buying XL>XXL upgrade kits now I can afford them after using the beacon trick, going to be going on a construction binge! :lol:

Jimmy C
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Re: Question about the update

Post by Jimmy C » Wed, 22. Dec 21, 17:18

Sovereign01 wrote:
Wed, 22. Dec 21, 16:02

I'll have to try again and only send the experienced ones.
You need maxed marines for this job to minimize damage. I don't know what the critical threshold is, but I'm sure someone here does. Patch up the hull to 3 above that number, then throw maxed marines at it.

Sovereign01
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Re: Question about the update

Post by Sovereign01 » Wed, 22. Dec 21, 19:46

Jimmy C wrote:
Wed, 22. Dec 21, 17:18
Sovereign01 wrote:
Wed, 22. Dec 21, 16:02

I'll have to try again and only send the experienced ones.
You need maxed marines for this job to minimize damage. I don't know what the critical threshold is, but I'm sure someone here does. Patch up the hull to 3 above that number, then throw maxed marines at it.
My 9 guys were maxed in all but combat, I sent them in without the 5 grunts and they took the Aran without breaking a sweat. One more finished his training while I was en route to the Aran and another finished soon after so now I have 11 :D I sent the Aran to the hub to get fixed up by my fully-loaded Guppy which due to its high hull density took a long time even with a dozen repair drones. Still only got me a third of the way to the cheapskate achievement though.

Jimmy C
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Re: Question about the update

Post by Jimmy C » Thu, 23. Dec 21, 03:45

Repair? Just RE it and build another. Build several.

Sovereign01
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Re: Question about the update

Post by Sovereign01 » Thu, 23. Dec 21, 04:16

Jimmy C wrote:
Thu, 23. Dec 21, 03:45
Repair? Just RE it and build another. Build several.
I was actually going for the achievement, I can RE and make more now that they've reduced the cycle time from a week to 11 hours that's actually feasible. I've started building Atmospheric Lifters, a dozen marines with everything but combat maxed still cannot take one and in fact struggle to board if the thing has the hull polariser installed even with pods and 100 mechanical skill.

Jimmy C
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Re: Question about the update

Post by Jimmy C » Thu, 23. Dec 21, 04:48

Yeah. Hull Polarizer on Terran large caps make them impossible to breach. Hopefully, they don't have CBS as well to prevent you from zapping them with Ion Ds to kill the HP. If you're boarding with less than 20 marines, take out the Internal Lasers as well.

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