[TC] Boarding mini-guide
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so, you guys know those "protect the station missions?" well just a word of warning, don't cap ships that spawn for those missions, you wont be able to keep the ship.
i jsut spent 3 hours teaching myself to cap on one of these missions, and FINALLY got myself a beautiful pirate Centaur (always wanted one or 3.) so anyways i get this thing capped, and clean up the rest of the ships that were spawned for the mission... and the mission doesn't end itself... all baddies are gone, yet mission is still ongoing... whatever i sez, i have a nice pumpkin orange centaur... and warp in some hardware to extract the thing to argon prime where i can begin to repair and out fit it. i'm so happy with my new ship, my first cap that i decide to follow it after it warps out... i get to argon prime and GAHHH my CENTAUR IS RED, and i get a nasty passive aggressive message from the 'protect me station' saying i'm a jerk...
fortunately i have some saves prior to this sez i... so i reload to before i jumped in after my centaur and cancel the mission... whadaya know, my centaur is totally gone from my list-o-stuff, warping into argon prime after this reveals an enemy 1/2 damaged pumpkin orange enemy Pirate centaur chilling out in argon prime...
anyways, anyone know a workaround to this that doesn't involve a mod....? or if there is no way around this, it might be cool to put a warning into the guide here about capping ships spawned from 'protect station missions.' also, anyone got a good spot that they know here they find pirate centaurs freerange?
i jsut spent 3 hours teaching myself to cap on one of these missions, and FINALLY got myself a beautiful pirate Centaur (always wanted one or 3.) so anyways i get this thing capped, and clean up the rest of the ships that were spawned for the mission... and the mission doesn't end itself... all baddies are gone, yet mission is still ongoing... whatever i sez, i have a nice pumpkin orange centaur... and warp in some hardware to extract the thing to argon prime where i can begin to repair and out fit it. i'm so happy with my new ship, my first cap that i decide to follow it after it warps out... i get to argon prime and GAHHH my CENTAUR IS RED, and i get a nasty passive aggressive message from the 'protect me station' saying i'm a jerk...
fortunately i have some saves prior to this sez i... so i reload to before i jumped in after my centaur and cancel the mission... whadaya know, my centaur is totally gone from my list-o-stuff, warping into argon prime after this reveals an enemy 1/2 damaged pumpkin orange enemy Pirate centaur chilling out in argon prime...
anyways, anyone know a workaround to this that doesn't involve a mod....? or if there is no way around this, it might be cool to put a warning into the guide here about capping ships spawned from 'protect station missions.' also, anyone got a good spot that they know here they find pirate centaurs freerange?
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Well it won't be me making the video.
It would involve a lot of screaming, ducking behind the keyboard and what would more resemble a suicide run at the ship than a real capture attempt.
This guide is great though and really helped me a lot, managed my first osprey capture with it and will now be using the same methods to capture other M6's, Centaurs etc to build up my marines skills.
It would involve a lot of screaming, ducking behind the keyboard and what would more resemble a suicide run at the ship than a real capture attempt.
This guide is great though and really helped me a lot, managed my first osprey capture with it and will now be using the same methods to capture other M6's, Centaurs etc to build up my marines skills.
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I found this thread after wasting god knows how many hours trying to board a Yaki Ryu. They really are a special case. But I finally caught one this afternoon using a Vidar and a Deimos. I waited by Senator's Domain for one to go through, moved my Deimos in front of the gate to block off any reinforcement and then switched to the Vidar to capture it.
However, do ships really lose all equipment when they get taken over by you? Because the reason I was after the Ryu was to snag some IBL's since the Yaki and Pirates both hate me I figured "hey, let's just steal some". I scanned it beforehand and it was pretty heavily defended so I was excited when the marines actually got through. But when I get control and check the freight it's empty
However, do ships really lose all equipment when they get taken over by you? Because the reason I was after the Ryu was to snag some IBL's since the Yaki and Pirates both hate me I figured "hey, let's just steal some". I scanned it beforehand and it was pretty heavily defended so I was excited when the marines actually got through. But when I get control and check the freight it's empty

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Thers is a little trick for keep the best equipment of a capped ship: you have to save before the ship is capped (during the hacking); if you are not satisfied of the remaining wares reload and try again.
The wares are removed randomly when you gain the control of the ship, and the skill of your marines dosen't matter: 1* marines have the same chanches to lose weapons or shields of the 5* marines.
The wares are removed randomly when you gain the control of the ship, and the skill of your marines dosen't matter: 1* marines have the same chanches to lose weapons or shields of the 5* marines.
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Seems like boarding is really rough in this game right now.
It really needs to be setup on how boarding should be. If only m6's and m7's can board then make the # of marines held on the m6's greater to what a boarding contingent should actually be. Say like 30 marines on a ship.
Have a way to monitor how many marines are alive on the boarded ship. They tell you other things during fighting so you should be able to comm them and find out how many of them are still alive.
Absent that you should be able to launch 30 marines and have them stick to the enemy hull. As marines die, whatever is lost should be able to go into the ship.
I mean the idea of just using boarding pods and firing them at random at the target ship (i.e. xenon) seems like a real waste. I've never done it but you probably lose marines if the ship is full and also lose boarding pods. Capturing in the dark.
While I'm at it. What is the point of having marines on my diemos if my ship never gets boarded by the enemy and I can't use them to board ships? Only use is to train them, and transfer them to the m6. There'd be no way to easily coordinate during battle a way to transport them from teh diemos to the m6 so that the m6 could launch the marines at the target ship (again randomly) until the ship had been boarded.
And one last thing. Seems like the ship specs of xenon ships suck compared to ships you can buy or capture. Why would I want one? Just because?
It really needs to be setup on how boarding should be. If only m6's and m7's can board then make the # of marines held on the m6's greater to what a boarding contingent should actually be. Say like 30 marines on a ship.
Have a way to monitor how many marines are alive on the boarded ship. They tell you other things during fighting so you should be able to comm them and find out how many of them are still alive.
Absent that you should be able to launch 30 marines and have them stick to the enemy hull. As marines die, whatever is lost should be able to go into the ship.
I mean the idea of just using boarding pods and firing them at random at the target ship (i.e. xenon) seems like a real waste. I've never done it but you probably lose marines if the ship is full and also lose boarding pods. Capturing in the dark.
While I'm at it. What is the point of having marines on my diemos if my ship never gets boarded by the enemy and I can't use them to board ships? Only use is to train them, and transfer them to the m6. There'd be no way to easily coordinate during battle a way to transport them from teh diemos to the m6 so that the m6 could launch the marines at the target ship (again randomly) until the ship had been boarded.
And one last thing. Seems like the ship specs of xenon ships suck compared to ships you can buy or capture. Why would I want one? Just because?

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I spent literally five hours last night replaying the same saved game station defense, all enemies killed except for one Pirate Centaur, beating the shields down, dropping marines, watching them get gunned down. Over and over.
This morning I modded in boarding pods to the Vidar's missile list and got it on the first try.
Strongly recommend you do the same, watching your marines float helplessly through space and get machine-gunned is something that should make any commander wince.
Edit: Oh, and I was able to keep the Centaur even after gating. Perhaps the bug firstmate experienced was fixed in 1.4? I got mission completion credit as soon as the centaur turned green, and no issues.
This morning I modded in boarding pods to the Vidar's missile list and got it on the first try.
Strongly recommend you do the same, watching your marines float helplessly through space and get machine-gunned is something that should make any commander wince.
Edit: Oh, and I was able to keep the Centaur even after gating. Perhaps the bug firstmate experienced was fixed in 1.4? I got mission completion credit as soon as the centaur turned green, and no issues.
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Two solutions for that:Esc.Control wrote:watching your marines float helplessly through space and get machine-gunned is something that should make any commander wince.
1. use Ion Ds to fry all the guns on the target before sending in the marines (note: requires patience, as it can take quite a while to completely disarm a ship)
2. use fighter drones to distract the enemy turrets
I generally go for option 2 (it's usually much quicker) unless the target is armed with PSGs - they have such a wide area of effect that marines can still get slaughtered even if the target is aiming at the drones.
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Just for information, I've just added this guide to the X3 Handbook. Let me know if thats not ok.
I also added the following to round it off.
Boarding using a Boarding Pod.
Using a boarding Pod is much easier, but has some disadvantages to outweigh the advantages. The Pods are available for sale at Military bases. They are made on demand, so if you want more than the 2 on sale, just wait a bit and 2 more will appear.
The Boarding Pod is loaded as a missile, and fired as a missile, so its very easy to do. The Pod itself has M5 speed, so there is no problem about getting to the target.
The team it transports is limited to 5 Marines. The best mechanical marine, is used to break through the hull, and they all go in together.
The main problem is that very few ships can actually fire a boarding pod. The M7M class is the only class of ship to do this. The Argon, btw, have a dedicated Boarding Ship. The M7M can carry 20 marines, but only 5 go in a pod at a time. If you need more marines to take a ship, you need to fire multiple pods, and they each act separately.
The pod is destroyed after use.
The best way to use them is to get the target's shields down, have another ship attack the target using the Attack Shields command, and then speed run at the target and fire off the Pod (or pods) when you get close. Get out of the range of the target's guns asap and let the marines do their job. Once the marines are in, get your attacking ship to clear the area too.
There is no autopilot usage, so it can be done as fast as you can manage it. And you do not need Cycrow's script doing it this way.
I also added the following to round it off.
Boarding using a Boarding Pod.
Using a boarding Pod is much easier, but has some disadvantages to outweigh the advantages. The Pods are available for sale at Military bases. They are made on demand, so if you want more than the 2 on sale, just wait a bit and 2 more will appear.
The Boarding Pod is loaded as a missile, and fired as a missile, so its very easy to do. The Pod itself has M5 speed, so there is no problem about getting to the target.
The team it transports is limited to 5 Marines. The best mechanical marine, is used to break through the hull, and they all go in together.
The main problem is that very few ships can actually fire a boarding pod. The M7M class is the only class of ship to do this. The Argon, btw, have a dedicated Boarding Ship. The M7M can carry 20 marines, but only 5 go in a pod at a time. If you need more marines to take a ship, you need to fire multiple pods, and they each act separately.
The pod is destroyed after use.
The best way to use them is to get the target's shields down, have another ship attack the target using the Attack Shields command, and then speed run at the target and fire off the Pod (or pods) when you get close. Get out of the range of the target's guns asap and let the marines do their job. Once the marines are in, get your attacking ship to clear the area too.
There is no autopilot usage, so it can be done as fast as you can manage it. And you do not need Cycrow's script doing it this way.
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You can practice on TMs if you find M6s a bit hard, and the ones who survive will be tougher...Ezuku wrote:How exactly do you get high level marines anyway?
Just AFK seta right next to a mil. base?
Don't you lose quite a few (2/5 for me) even if you end up taking over an M6?
Doesn't that end up a bit of a nightmare?
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Not necessarily. Pirate Caravels are also TMs, but they're hard to find. Yaki Chokaros, on the other hand, are always flying around in the Yaki sectors south of Savage Spur, so you could practice on those so long as you don't mind destroying your Yaki rep.Ezuku wrote:So eh, if I want to practice on TMs, I need to lower my rep with the commonwealth races?
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has anyone tried this?GCU Grey Area wrote:Two solutions for that:Esc.Control wrote:watching your marines float helplessly through space and get machine-gunned is something that should make any commander wince.
1. use Ion Ds to fry all the guns on the target before sending in the marines (note: requires patience, as it can take quite a while to completely disarm a ship)
2. use fighter drones to distract the enemy turrets
I generally go for option 2 (it's usually much quicker) unless the target is armed with PSGs - they have such a wide area of effect that marines can still get slaughtered even if the target is aiming at the drones.
DO Ion Ds really disarm the ship?