I know this is probably nothing new in 2.5, but it's new to me as I've been trying to cap a J for a long while.
Well after much frustration, somehow I got lucky while trying to cap this J in the Xenon Core sector. I sent in 20 perfect fighters with 20 2-4 star average fighters as backup, and eventually figured that a certain random amount of marines die at the end of each deck. So I sent in one pod at about the time a deck is clear to reinforce the 20 perfect marines, and I wasn't paying attention to how far the marines were as I was busy with the flails/pods. But in the end, I managed to have 21 marines alive and inside when they reached the core, and instead of the frustrating "Boarding operation failed", I hear a Teladi say "Reached central computer", and eventually it was mine. Seems capping Xenon ships is more of a timing game than anything else.
Just thought I'd post this in case there's anyone out there still trying to cap one on 2.5 with no mods.
[TC] Xenon J capped in 2.5!
Moderator: Moderators for English X Forum
-
- Posts: 5523
- Joined: Tue, 29. Aug 06, 20:44
-
- Posts: 56
- Joined: Mon, 8. Feb 10, 10:53
-
- Posts: 290
- Joined: Tue, 14. Mar 06, 21:16
-
- Posts: 494
- Joined: Wed, 27. May 09, 12:15
I didn't pay attention to it at first as I was just happy I capped the J, but it seems even though I sent in the 20 perfect fighters first, that 15 (possibly minus a few that became perfect from the experience) of them survived. It happened really quickly and sometimes the computer would say "this ship cannot be boarded", because I guess it was full of my marines. 9 average marines survived, and 4 of those were spaced because the ship was full. I guess the rookies took most of the casualties.
So if I had to guess, I'd say 5 of the perfect marines died on the first deck or so (was too busy flailing and timing the pods to keep track), and I got lucky enough to send in the rookie/average marines just in time to die instead of the perfect marines on the remaining decks. So 5 perfect marines lost, and 11 average/rookies lost. Not too bad I think.
So if I had to guess, I'd say 5 of the perfect marines died on the first deck or so (was too busy flailing and timing the pods to keep track), and I got lucky enough to send in the rookie/average marines just in time to die instead of the perfect marines on the remaining decks. So 5 perfect marines lost, and 11 average/rookies lost. Not too bad I think.
-
- Posts: 1350
- Joined: Wed, 4. Jan 06, 03:28
Unless you're one of those rookiesThe-Gizmo wrote:snip...
and 11 average/rookies lost. Not too bad I think.

[ external image ]
Vanilla Malt Gamestarts
"The only time you have too much fuel is when you're on fire"
Vanilla Malt Gamestarts
"The only time you have too much fuel is when you're on fire"
-
- Posts: 2133
- Joined: Wed, 25. May 05, 14:38
-
- Posts: 494
- Joined: Wed, 27. May 09, 12:15
-
- Posts: 290
- Joined: Tue, 14. Mar 06, 21:16
Yes, yes they are. But if you play them right you can get a bunch of Venti's and Skirons for free. Besides the Sirokos does make boarding with 21 marines easier which if nothing else lets you fight train 21 marines at a time. That's 5% faster than normalThe-Gizmo wrote:You need the highest rank on OTAS to be able to buy their M7M? I dread doing corporate missions as they're so boring, repetitive, and underpaid.

-
- Posts: 2133
- Joined: Wed, 25. May 05, 14:38
Yes they are, I've only just been awarded the OTAS M4. The corporate missions I hate the most are the spec ops ones where you have to follow some ship at a distance. Last one I did I was following a Hermes across 5 sectorsGruber1232002 wrote:Yes, yes they are. But if you play them right you can get a bunch of Venti's and Skirons for free. Besides the Sirokos does make boarding with 21 marines easier which if nothing else lets you fight train 21 marines at a time. That's 5% faster than normalThe-Gizmo wrote:You need the highest rank on OTAS to be able to buy their M7M? I dread doing corporate missions as they're so boring, repetitive, and underpaid.

