While in general you're right. But, there are problems. Hull Polorization, number of Max sized shields upand running and Xenon Ships.lulinak wrote:I just finished my first boarding with M7M (after several unsuccessful attempts with spacewalking, found it very hard and confusing) and my first ship capped ship was Megalodon (great ship, one is enough to clear all Xenon sector by using 19 PPC in the front and right at the same time, just by angle of the ship).
I followed you walkthrough for capping with M7M, but I think it is very complicated and there is no reason to keep your M7M in huge distance of the edge of radar and try to (elaborately) find the way how to unify the different speed of Flail/Hammers/Pods all this huge distance, with waiting for a lot of time, if all they reach the target at the moment you need....
I did it very simple – keep the M7M just behind the (friendly) target, switch the race to Foe, fire several Hammers, switch to Pods and fire it immediately, then switch to Flail and fire 3-4 of them and then ...Jump to safe to the gate of the sector, savegame. That’s all folks, it takes 20 seconds.
Cutting the hull takes about 30-40 seconds, that’s so little time the shield of capital ships cannot be recharged to 6 percent, so there is no reason to fire other missiles to keep the shiels down.
As I did not find a way how to apology (Albion) when marines are inside (the target refuses it), there is no necessity to have nearest jumpgate in range of 25 km.
I hope it helps with capping by M7M, which is very, very easy by this way...
Hull Polorization increases the time it takes which means you will need to keep the shields down longer. Think it was 50% longer time?
If the target has less shields or mixed sizes (not likely I know on the big caps, M6's and TMs are most likely) then shields strength will reach 5% faster then with max shields strength. Less shields is mainly from IonD actualy getting through to the target and shaving off one of those shields. Also some ships like they Aggy have decent shield regen rates.
Xenon: Ah the dreaded machine plague. Well they are in a little class of their own. Due to the know fact that they will need x number of marines to be alive and kicking at each deck and before they reach the core otherwise it is an autofail.
Basicly this guide teaches you how to cap Xenon ships with multiple waves of in bound boarding torps. As you will need to know how to keep those shields down for the 100+ marines it may need to take one Q with (very true for a DiD game).