A bit of problematic XI mission

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Orphand
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A bit of problematic XI mission

Post by Orphand »

I just had the most frustrating XI mission in Scaleplate Green.

Im flying in my shiny python, because the hyperion is still few hours in RE queue, and then hopefully in the build queue =)

Besides the fact that python is a bit of "lump" to fly around in the asteroidfields, there comes rushin to the "aid" a few indestructible (they really are some 95% hull indestructible) paranids flying nemesis, packing PSG's. Do they care about friendly fire? no ... they jsut keep shooting Xenons without caring if they mostly hit me. and on top of that they fly infromnt of me leaving me a choice of either ramming them or some freaking big asteroids =/ and then they get annoyed when I bump them.. GRRR!

After that i get my shields blown to bits (some 5%) because of the amount of broken asteroid shrapnells the skirmish has caused because all of the PSG fire.

And as a cherry on top, when I use salvage insurancy (because feeling a bit insecure with all the s*it flying around, and the friendly paranid. my Flaks stop damaging xenon ships (they shoot allright, but do no damage to shields or hull). I try everything, cancel all orders on my turrets, swap weapons and eaven try to use turrets manually, eaven restarting and reloading.. no results.

Then finally I get flaks working again by jumping from Scaleplate back to Scaleplate and finnish off the mission. 1 K and 2 J's, and no loot at all, only missiles =/

I think Im not going to do any XI missions in asteroid filled sectors in the python... ever again.
Varlis
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Post by Varlis »

I've encountered the same bug with FLAKs not hitting anything (even after reloading)
The only way is to jump and then jump back as you did.
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Post by Fresshness »

I never had that 'no-damage' bug, but I would suspect it would be gone after a computer restart.

As for XI's, I never do then in a python, always the hyperion, because of 2 things:

1) python is not agile/fast enough
2) with python you will have alot of stray bullets hitting blue ships and stations
Varlis
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Post by Varlis »

The stray bullets are no problem
Just SETA till you are in range of the capital ships and then blast them to pieces. (Turrets won't fire then)
Afterwards turn off the front turret and let the FLAKs shred the fighters.

The slow speed is an issue, sometimes it takes me too long to reach the first K before its dead.

The Hyperion can't take out the fighters fast enough.
Last edited by Varlis on Thu, 11. Jan 07, 12:49, edited 1 time in total.
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jlehtone
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Post by jlehtone »

Try to visit each turret personally (hit 'F1' like mad). That might help with FAA. I used to eject from ship for "safe" save when clearing Xenon sectors.

Scale Plate is definitely the worst of the XI sectors. I had to set ships collecting Ore after some XI just to get the framerate back.

I find the Paranid among the least disturbing "helpers". Then again, I kill the K's and J's before they even get close.

Python is ok, Raptor is better, and all BFAA K and Dragon are among the best XI vessels, IMO.
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Etolf
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Post by Etolf »

nods, I've had the same problem in Scale Plate Green with PSG armed Paramid looneys fragmenting all the asteroids! I find it better to send the cap ship(s) away, and just use your LX... it's small enough to use without too much grief, and quite capable of doing any XI mission (just takes a bit longer with the Js & Ks)!

btw, I believe you get the same points for defeating a J or K whether you're in a M2 or a M3... shouldn't you get more for defeating it in a M3?
Varlis
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Post by Varlis »

Why should you get more?

It's a matter of personal taste what ship you use, why should the game force you to use a special ship to get more rewards?

Many people use a M3/M3+, most an M2 or M7 and some even an M1 or M6.

It's fun to do in every ship and plays totally different.

Oh and btw:

You also get the same points when jumping to the xenon sector and killing the Js there instead of annihilating every single wave of fighters until the carrier stays in sector.
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Post by jlehtone »

Varlis wrote:Many people use a M3/M3+, most an M2 or M7 and some even an M1 or M6.

You also get the same points when jumping to the xenon sector and killing the Js there instead of annihilating every single wave of fighters until the carrier stays in sector.
Same reward for killing the J. Naturally you do not get reward for those fighters that never existed.

I've done one XI in M5. And I've done one with a fleet of 40-50 fighters on my side. It does not matter if you kill a Xenon, or one of your other ships kills. Same "points". But if the Xenon launches a missile, you shoot that missile and the detonation kills the Xenon, then you did not kill that Xenon. Accidental suicide. 0 points.
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Bill Bones
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Post by Bill Bones »

Just finished a 26M XI in Scaleplate Green. I used a Python and a Xenon LX; enter the Python, blast the K out of space, pick the J's spawning point, enter the LX, transport, park the Python clsoe to J's spawning point, kill L's like crazy, and the first J is done in the second respawn. Repeat procedure with second J. 50 minutes and 72 kills. Now I got money to keep building my mega-weed complex... 8)
Orphand
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Post by Orphand »

Oh? I was wondering if it would be possible to somehow make the carriers dead before they decide to die =)

So I just jump after it to the xenon sector the attack is eminating from? and shoot the closest carrier in to kingdomgone?

i have eaven tried using afterburners, but the buggers allways jump away just moments before GPPCs hit =/
Varlis
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Post by Varlis »

Just jump to the adjacent xenon sector and kill the J's with 125MW shielding and the correspoding ID. (Can be up to 4 I think, depending on your rank)

They all have similar numbers, so the K's have something like "XX-OW-42" then the J's would have "XX-OW-43" or "XX-OW-41" or something like that.

They are always somewhere in the middle of the sector, not directly at the gate.
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Orphand
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Post by Orphand »

Thats useful to know =) now I can do them propably in 50% of the time they usually take. wich is nice.
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Post by jlehtone »

I actually had the same situation. XI after XI in Scale Plate. At that time I did knew that the J's were staging in X347, but I did not know that kills in there were rewarded. So, I loaded Mamba Raider with MD ammo. Dropped about 100 cases of it on the J(s) in X347 and the jumped back into Scale Plate to finish off the last procent of their hull.

Dragon, five Typhoons per K/J and a conveniently pre-emptied Xenon sector means mission over in ten minutes.

Did one in Eighteen Billion with Python. X347 was nothing but clear at that time. I simply slipped through a line of 4-5 natives and finished the mission J's. By that time the natives managed to gather from all directions around me. Slight crossfire, I'd say. I paid Teladi one million more for hull repairs than what the Teladi paid for the XI. That is how business should be run. :wink:
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Orphand
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Post by Orphand »

Heheh. I sucseeded in re-creating the "OMG-my flack damage is gone" bug.

Now happened 3 times to me, each time there is one factor incommon. I save at the same moment the flack goes boom. so I guess it is related to that... it somehow leaves the damage effect out of sync or something like that.

Not that I think I know whats wrong, I can try avoiding it =)

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