X3:TC Mistral loadout

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Hirsu
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X3:TC Mistral loadout

Post by Hirsu »

Hi,

I began playing X3:TC just 2 days ago but I'm already addicted to it :) I think I've got the basics under control, got a few small TS working as local traders and 2 bigger ones as universe traders. Now I've bought 2 Mistral SF for my large cargo hauling, they're equipped with all the necessary extensions and shields, only thing I can't figure out is what turrets to install on them...

Searched quite a few TS threads here but the discussion's always about which ship is best for what purpose, not really about loadouts.

Any suggestions would be greatly appreciated!
DaveDash
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Re: X3:TC Mistral loadout

Post by DaveDash »

Hirsu wrote:Hi,

I began playing X3:TC just 2 days ago but I'm already addicted to it :) I think I've got the basics under control, got a few small TS working as local traders and 2 bigger ones as universe traders. Now I've bought 2 Mistral SF for my large cargo hauling, they're equipped with all the necessary extensions and shields, only thing I can't figure out is what turrets to install on them...

Searched quite a few TS threads here but the discussion's always about which ship is best for what purpose, not really about loadouts.

Any suggestions would be greatly appreciated!
I like to arm mine with four PRG's and set to "Missile Defence". (Requires Flight MK1 or MK2 software I think?)

However as UT's if they have jump drives they'll jump as soon as they get attacked, so you don't really need to arm them with anything.

Also the consensus is it's better to use say Mistrals as UT's as they don't always fill up their cargo, and thus the extra space on the SF's are wasted. Save your SF's for CAG/CLS duty.
deca.death
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Post by deca.death »

.

Well trader can be armed but often isn't. Drones and jumpdrive are best defence of any trader, but I still like to put some weapons on mine, just in case. For type, well it doesn't matter really, put biggest that fit, PACs or PRGs. Put setting on missile defence in tail and protect ship on other turrets, that way he won't pick up the fights.
Hirsu
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Post by Hirsu »

Thanks for the replies guys! I'll keep my Mistral SF's on cargo hauling duty till I get to building my own factories (havent got those yet). In the meantime, which ships would you suggest for LT/UT? The regular Mistral perhaps? It's got the speed, so it can outrun the free traders...
deca.death
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Post by deca.death »

I use three ship types.
Mistral for speed, when I need something quick safe and advanced.
Mistral SF when I need space, like storage or ecell /ore /silicone towing.
And caiman hauler when I need optimum mix of speed cargo and low cost. This I use mostly.
ancienthighway
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Post by ancienthighway »

I used to go exclusively with Mistrals. Shields, speed, guns if I wanted them to fight along side me to beat off the red ships. But no more. Any transport will do well as a local trader. I say that because you can set the range of that trader to avoid pirate hot spots. Nothing will save a transport if it gets in the way of a Xenon or Kha'ak invasion force to don't try to make it happen. I keep my eyes open for used transports that can be bought at a bargain. Rudder and speed upgrades, minimum ships extensions to include jump drive. Toss in 10 fighter drones and 20 mosquitoes because that's what they will buy anyway, add shields and set them in motion.

In my current game, my transport fleet is roughly 50% second hand ships and 30% purchased miner variants. The remaining ships where purchased for specific characteristics, huge cargo space, speed, and close to the location of use.

I tend to avoid UTs because of the risk of running into an invasion force or blundering through a Xenon, hostile pirate sector. Losing a 1.5 million credit transport carrying 20 microchips will make you feel the same way.
IndirectHero
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Post by IndirectHero »

On all my Mistral Super Freighter:

* 6 25 MJ Shield
* 4 Particle Accelerator Cannon (Turret set: Turret Protect Ship)
* 12 fighter drones
* Autoload 20 mosquito missile (bonus-pack Missile Defense Mosquito)
* 500 energy cells
* Auto Jump set on
* Autojump Minimum Jump Range set at (50)
* Fuel Resupply Quantity set at (50)

All that takes up at 616 out of 15,000 cargo space. I prefer the PAC because it cheaper, use lesser space, easier to find, and by this forum http://forum.egosoft.com/viewtopic.php?t=277464
PAC < PRG
deca.death
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Post by deca.death »

IndirectHero wrote: * Autojump Minimum Jump Range set at (50)
I think you might want to reconsider this setting, to, say, 1.
Basically what you order him here is "if less 50 jumps, go by foot" ; )
IndirectHero
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Post by IndirectHero »

deca.death wrote:
IndirectHero wrote: * Autojump Minimum Jump Range set at (50)
I think you might want to reconsider this setting, to, say, 1.
Basically what you order him here is "if less 50 jumps, go by foot" ; )
Really and here I thought it meant he can jump anyway within 50 jumpgates lol If I set it to 0, does that mean he's free to jump anywhere?
deca.death
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Post by deca.death »

IndirectHero wrote: lol If I set it to 0, does that mean he's free to jump anywhere?
If you set it to 0, he will jump even in same sector to shorten the way, AFAIK.
IndirectHero
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Post by IndirectHero »

deca.death wrote:
IndirectHero wrote: lol If I set it to 0, does that mean he's free to jump anywhere?
If you set it to 0, he will jump even in same sector to shorten the way, AFAIK.
Oh wow thanks. Now the long part, going to all 40 traders to change the settings ><

Also, do I have to reset the freighters for them to integrate the new command?
deca.death
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Post by deca.death »

IndirectHero wrote: Also, do I have to reset the freighters for them to integrate the new command?
I think not.
Vim Razz
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Post by Vim Razz »

New orders take hold on the "next run" of the ship, so if you've got traders slow-boating it around 10 sectors out, you might as well just re-initialize the order to bring them back and get them to start over.

Also: your jump fuel setting of (50) in the CAG panel means 50 e-cells -- only enough for 5 jumps. (unlike the autojump refuel selection in the main ship control panel, which is jumps not e-cells)
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Kryten
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Post by Kryten »

sector traders will ignore jumpdrive settings until they're at a certain level. CaGs will also ignore the settings even though you can set them for newbie pilots, they just won't use it. As to equiptment, they will eventually buy their own defenses, I wouldn't even consider giving them weapons, you want them to run away, not fight. They're never gonna win against a few pirates.

I've rarely lost a freighter as they allways jump to safety if they have no weapons. The only exception would be if they encounter a P or Q, weapons wouldn't matter in this situation anyway.

Drones and missiles are ok but STs and UTs will buy them when they're at the right level to use them, there's no point in putting them on from the start unless you'r prepared to babysit every freighter you own.

If you'r losing freighters then you'r trading in the wrong sectors...
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Carlo the Curious
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Post by Carlo the Curious »

As far as I know, MK3s of any level ignore advanced jumpdrive settings, since they use a different move script. I'm not sure about CAG/CLS, but I suspect they do as well.

Whether arming them (or equipping them with Fight Software) makes traders stay and fight instead of run is a source of some debate (personally, I'm fairly sure it doesn't), but frankly weapons aren't likely to help in many cases anyway.
deca.death wrote:
IndirectHero wrote: lol If I set it to 0, does that mean he's free to jump anywhere?
If you set it to 0, he will jump even in same sector to shorten the way, AFAIK.
Yes. Also see the FAQ:
http://www.egosoft.com/support/faq/faq_ ... &version=9
IndirectHero wrote:Also, do I have to reset the freighters for them to integrate the new command?
I think the settings apply next time the ship fires a 'fly to' command (out or back), but I've never actually tested it.
Infekted
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Post by Infekted »

Weapons on a trade ship are a waste of time, credits and cargo space.

I tend to throw in drones and mossies, as when I set them up I usually don't know what duty I intend them for. I start all my CAGs/CLSs at cargo messenger, and its annoying when the first thing they do is go looking for those, rather than getting on with business.

CAG/CLS ships will follow new commands as soon as they have finished their current task. Clicking start again is not necessary.
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Post by Nanook »

Carlo the Curious wrote:As far as I know, MK3s of any level ignore advanced jumpdrive settings, since they use a different move script....
Nope, I thought so, too, until I tested it. My LT's will happily jump at level 6, far below the normal UT setting of 12, if I set the autojump to 'on'. Otherwise, they won't jump. They follow the refueling levels set in the autojump, too. I haven't checked yet, but they may revert to the Trade Cmd Mk III jump algorithm once they reach level 12. I haven't bothered checking, though, because I never set them with a jump range greater than 3 or 4 anyways.
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Hirsu
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Post by Hirsu »

Thanks for the tips & tricks :) Today I've bought 10 Caiman Haulers because I think their speed/cargo ratio is good enough to beat the competition. Love it when they outrun another TS on a trade run to some station hehe.

I've installed the Economy and Supply Trader as well, it does a great job at giving me more control over my trade fleet. I've set up my initial freighters to hop around the universe a bit. I put my Caimans on EST duty, each has its own set of sectors to operate in. My Mistral SFs I use for some heavy hauling duties up to the moment I'll need them for CAG/CLS.

Bringing in some decent money like this, my trade ships are way more efficient now that they're running on EST. I'm doing some combat missions with my Nova Vanguard atm, so I can get a hang of combat. I'll upgrade to a better ship once I find out what suits me best. And then I'll start on factories as well in the near future.

Every time I come and read this forum I go all like 'Oh I want to try that!' or 'That could be of use to me' up to the point I no longer know what I want to do next lol.
deca.death
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Post by deca.death »

Hirsu wrote:I'm doing some combat missions with my Nova Vanguard atm, so I can get a hang of combat. I'll upgrade to a better ship once I find out what suits me best.
Just swap it for nova raider. Much better ship, shouldn't cost you much.
Hirsu
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Post by Hirsu »

deca.death wrote:Just swap it for nova raider. Much better ship, shouldn't cost you much.
That's what I'm planning to do, just haven't gotten around to visiting Omicron Lyrae...yet :P I'm omw there now, doing combat missions which happen to present themselves on my route.

Should I stay out of Terran territory atm? I've read somewhere the Terran economy gets really screwed up at the start, and they don't seem quite fond of strangers visiting their core sectors either...

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