OH WELL THATS fantastic.
i have a mix of all races. most of my marines are teladi.
sp o train then and the stars means a estimation? so i train marines and the stars MEANS NOTHING????, you all know how long it takes to just train then and get "descent marines"
we really need some explanation/guide on how marines works. Atributes. etc.
this is like buying your first capitol ship and not having an idea that TLs are different from destroyers. but they look very similar. have the same size etc-
so here is the unknown list of questions that are impossible to answer i only hope cycrow comes around and help us out.
1-Does player combat rank affects your chances at boarding?
2-marine race determine how good they can be in certain areas?
3-what are those "hidden Attributes?
4-your reputation affects the value ?
i can capture ANYTHING in the game besides this 2 ships (i have not tried on the odin much) but tyr iam well over 170 tries (saved just before the launching the marines.) and my 5 stars marines CANT open the hull.
i even get into deck 5 with my marines on a XENON J (got killed) but i know that if i keep trying the xenon J will join my fleet. i feel very frustrated about what is happening with the TYR. ...
mikes78
the Tyr in my game does not have escorts, the escort "decided" to escort my destroyers. and the TYR escorts are not respawning. 5 ingame days and no new escorts. (the tyr is patrolling alone) so i think we can scratch that one out.
[TC] Odin/Tyr, uncappable by default?
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One thing that helps estimating how good specific marines are could be to just board a lot of ships with them then look up in their statistics which individual marines actually did the opening of the hull (think thats the last entry under "ships entered".) We can't see a specific value, but we certainly can see which the marines with the best success history are, i guess lol.palm911 wrote:OH WELL THATS fantastic.
i have a mix of all races. most of my marines are teladi.
sp o train then and the stars means a estimation? so i train marines and the stars MEANS NOTHING????, you all know how long it takes to just train then and get "descent marines"
we really need some explanation/guide on how marines works. Atributes. etc.
this is like buying your first capitol ship and not having an idea that TLs are different from destroyers. but they look very similar. have the same size etc-
so here is the unknown list of questions that are impossible to answer i only hope cycrow comes around and help us out.
1-Does player combat rank affects your chances at boarding?
2-marine race determine how good they can be in certain areas?
3-what are those "hidden Attributes?
4-your reputation affects the value ?
i can capture ANYTHING in the game besides this 2 ships (i have not tried on the odin much) but tyr iam well over 170 tries (saved just before the launching the marines.) and my 5 stars marines CANT open the hull.
i even get into deck 5 with my marines on a XENON J (got killed) but i know that if i keep trying the xenon J will join my fleet. i feel very frustrated about what is happening with the TYR. ...
Something else to keep in mind.. i did have streaks where capping an ATF ship did not work at all (skirnir, aegir especially... and one horrible attempt on the Tyr without boarding pods that is too embarrassing to talk about in detail... just saying, Tyr can be very very mean to boarding ships LOL)..... but... leaving it alone for a while and coming back later i was in one instance able to cap a ship (a Skirnir) that i had pretty much given up on previously...
Enter wild theory here: Computers use random number generators that are not truly "random" especially not in computer games... it is entirely possible that... if the state of the RNG is saved in a savegame as well.... that you may have saved during a bad random number "streak" in which case reloading really would not help, but coming back a couple of (ingame?) hours later to try again just might.
Another possible (horrible) thought would be that ships maybe have a specific "difficulty value" that can vary a little bit every time they respawn... , which would explain why you are having such a hard time with the Tyr and why i had such a hard time with the Skirnirs and Aegir that i tried while they weren't so bad to cap for others.
Now if the Odin refuses to cooperate for much longer i might just save my game in a safe slot and then blow it up... erhm... or rather "accidentially bump into it" and see if i got more luck with the respawn.
palm911 wrote: the Tyr in my game does not have escorts, the escort "decided" to escort my destroyers. and the TYR escorts are not respawning. 5 ingame days and no new escorts. (the tyr is patrolling alone) so i think we can scratch that one out.
Yep the escorts never respawned for me either, but they did respawn together with a new Tyr after i wiped out the complete Patrol and capped the Tyr. So i guess the only way the escorts come back is with a full patrol respawn.
(And there is now of course that nagging voice in my head that keeps telling me that "maybe i can't cap the Odin because i previously capped one of its escorts arrrrgh....", or the other voice that says that "Maybe it gets harder and harder the more ATF ships you have already capped and you already have 3!".... but as said before, most likely it's simply plain dumb luck lol)
Anyways, good to know that it's not the escorts in your case.
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Thanks for the responses and thanks Mike from showing me/us that is possible.
I think I'll try loading up my game where I was about to launch my boarding pod into an Odin and try it a few times. Otherwise, I'll just train my marines more through other boarding attempts, since I think that is the most logical solution.
Anyway, I'm asking myself what the use of boarding pods are. The manual states that if Marines are 'ejected' normally, they need to cut the hull individually, but when using boarding pods, they cut the hull as...what? Only the best mechanic cuts the hull?
Also, I've had no problems with the Vali, Skirnir or Aegir. They all succeeded in one go. So I guess there are a lot of hidden factors that come into play.
I think I'll try loading up my game where I was about to launch my boarding pod into an Odin and try it a few times. Otherwise, I'll just train my marines more through other boarding attempts, since I think that is the most logical solution.
Anyway, I'm asking myself what the use of boarding pods are. The manual states that if Marines are 'ejected' normally, they need to cut the hull individually, but when using boarding pods, they cut the hull as...what? Only the best mechanic cuts the hull?
Also, I've had no problems with the Vali, Skirnir or Aegir. They all succeeded in one go. So I guess there are a lot of hidden factors that come into play.
I don't get people. Never have. Never will.
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My pleasure, believe me... this thread is making me realize just how much luck i must have had there and my (failed) attempts on 2nd Tyr and now the Odin underscore that....VentAileron wrote:Thanks for the responses and thanks Mike from showing me/us that is possible.
I think I'll try loading up my game where I was about to launch my boarding pod into an Odin and try it a few times. Otherwise, I'll just train my marines more through other boarding attempts, since I think that is the most logical solution.
Anyway, I'm asking myself what the use of boarding pods are. The manual states that if Marines are 'ejected' normally, they need to cut the hull individually, but when using boarding pods, they cut the hull as...what? Only the best mechanic cuts the hull?
Supposedly using boarding pods give a "bonus" for cutting through the hull, but i really don't know if thats how it works in game. However... they certainly do make it much much MUCH easier to actually transport your marines to the target, so they are useful in either case.
I really wouldn t wanna try to cap a Tyr or Odin without pods... well on the Tyr i actually did try .... after half an hour i finally managed to let my marines reach the hull once. (was kinda funny actually... my M6 deployed the marines and was blown apart literally a second later... i was using an Aquilo myself)
Wow.... Vali went in one go for me as well... but Skirnir and Aegir were both utter horror. I did not use any pods on these ships btw (since i didn t have any anymore after the Tyr). Did you use Pods ? For me (without pods) these ships were actually taking longer to cap than the Tyr did.VentAileron wrote: Also, I've had no problems with the Vali, Skirnir or Aegir. They all succeeded in one go. So I guess there are a lot of hidden factors that come into play.
... my suspicion still is that a huge chunk of the "hidden factors" really comes down to plain dumb luck.... otherwise my "crack marine squad" that rather easily captured a Tyr should have had managed to finally cap an Odin now after about 50 tries.... or should at least have had some success trying to cap a 2nd Tyr, ... right ? lol.

Mh one other thing that comes to mind,... i shot that Tyr up pretty good before i capped it (was a Hammer torpedo or two too many) and it was way under 1/3rd of its total hull strenght. Dunno if that may be a factor too. I also surpressed its shields with Flail missiles, which nipped at the hull just a bit more... it wasn t really in danger of blowing up,.... but was barely able to move anymore as i finally had it

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Yes, I used pods on both Skirnir and Aegir, I tried to cap the Skirnir (which I did before the Aegir) first without the boarding pods. I couldn't get through the hull. It's also my conclusion that boarding pods do increase the chance/ability of your marines to get through the hull, but the manual states otherwise.
If you're using Cycrow's boarding script, it's actually pretty easy to eject marines in the 'normal' way to get to a ship. Boarding pods just get shot down like regular missles and I practically needed to bounce against the Odin to get the pod to hit the Odin. Luckily, with MARS enabled for NPCs too, they sometimes seem to bug their turrets. Both the Aegir and Odin didn't shoot my Cobra under certain circumstances (which I'm not sure of).
If you're using Cycrow's boarding script, it's actually pretty easy to eject marines in the 'normal' way to get to a ship. Boarding pods just get shot down like regular missles and I practically needed to bounce against the Odin to get the pod to hit the Odin. Luckily, with MARS enabled for NPCs too, they sometimes seem to bug their turrets. Both the Aegir and Odin didn't shoot my Cobra under certain circumstances (which I'm not sure of).
I don't get people. Never have. Never will.
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I'm not using any scripts in TC so far... and i have no problems tagging ships with boarding pods from 10-15km out.VentAileron wrote:Yes, I used pods on both Skirnir and Aegir, I tried to cap the Skirnir (which I did before the Aegir) first without the boarding pods. I couldn't get through the hull. It's also my conclusion that boarding pods do increase the chance/ability of your marines to get through the hull, but the manual states otherwise.
If you're using Cycrow's boarding script, it's actually pretty easy to eject marines in the 'normal' way to get to a ship. Boarding pods just get shot down like regular missles and I practically needed to bounce against the Odin to get the pod to hit the Odin. Luckily, with MARS enabled for NPCs too, they sometimes seem to bug their turrets. Both the Aegir and Odin didn't shoot my Cobra under certain circumstances (which I'm not sure of).
I do use flail missiles kinda excessively tho, which confuses their targeting at least somewhat i guess...... wondering, could it be related to your scripts, which maybe also improve enemy capital ships to hit the pods that easily ?
The trick in my eyes rather is to use just the right "dose" of flails and hammers to a) keep the shields down and b) not blow up the target.
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Yes, MARS is a turret script that has a feature to switch weapons for turrets automatically depending on the target. It also gives priority to certain targets, so missile get high priority.
If I fire flail missiles or any kind of other missile, the Odin will switch to EMPCs to take down all the missles in no time.
But that's no problem, I don't really mind humping Odins to get a pod on them, as long as I can get through the hull.
If I fire flail missiles or any kind of other missile, the Odin will switch to EMPCs to take down all the missles in no time.
But that's no problem, I don't really mind humping Odins to get a pod on them, as long as I can get through the hull.

I don't get people. Never have. Never will.
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