What Is the point Of the Argon Centur?

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AjRyder
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What Is the point Of the Argon Centur?

Post by AjRyder » Mon, 5. Dec 05, 12:07

So id thought id buy one you know big is better, with its 3 125Mj shields id got id thought id be BIG and BAD! Well quess what I got dupped by 3 Harriers 1 Nova and a Falcon. I looked at my shields and they went quicker then a bowl of Kelloges Honey nut corn flakes!!!!!!! :evil: My nova does better then this ship with less shields and guns :twisted: So whats the point of going for a bigger ship :?
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Post by RogerL » Mon, 5. Dec 05, 12:20

They are great for sectorpatrols. But only silly people fly M1/M2/M6 :)

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Alminie
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Re: What Is the point Of the Argon Centur?

Post by Alminie » Mon, 5. Dec 05, 12:42

AjRyder wrote:So id thought id buy one you know big is better, with its 3 125Mj shields id got id thought id be BIG and BAD! Well quess what I got dupped by 3 Harriers 1 Nova and a Falcon. I looked at my shields and they went quicker then a bowl of Kelloges Honey nut corn flakes!!!!!!! :evil: My nova does better then this ship with less shields and guns :twisted: So whats the point of going for a bigger ship :?
yeah it does feel alittle unbalanced that 3-5 ships m5-m3 can take out the bigger ships so easy, I feel it would be better if it was not so easy..
maybe make it about 2X as hard..

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Post by szuur » Mon, 5. Dec 05, 12:46

In X2 it was like: u start with a lil Disco then u moved on and never ever had to buy a disco.
so small fighetrs where useless

in X3 they balanced it more but at the point that a small 5 like disco's can kickk an 9 mil centaur to the ground ..that jsut sounds wrong

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Post by softweir » Mon, 5. Dec 05, 13:00

A Centaur can be a very powerful ship if handled correctly. You must take out the biggest enemy (in this case the Nova) before the pack has a chance to demolish you. If the pack is already hostile then you can do this by using the range of the guns - you can pack beta HEPTs, the Nova can only pack alpha HEPTs, which gives you a range advantage. If the pack is not already hostile then you can take out the prime target by moving in very close and wiping it out. You need to prevent your turrets opening fire while you are closing in, so either turn them off or set them to Protect Ship.

How to tell if a pirate is Hostile (ie will attack you on sight)? Go to your ship's Command Menu, go down to friend/foe settings and set 'Pirate' to No and 'Show as Hostile if Hostile to me' to Yes. That way only aggressive pirates will show as red. (This may prevent turrets opening fire too soon, come to think of it...)
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George Wills
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Post by George Wills » Mon, 5. Dec 05, 13:03

5 disco never can even strip shields ... aIRE and bIRE and theit weapon reactor are too weak to do any real damege to bigger ships ... but they can swarm around and distract enemy enough to someone with some HEPT, PSG or ID can make their dirty work in relative calm atmosphere

1 disco in hands of good pilot (not AI) can stript about 15 to 25 MJ shields, without missiles of course ... but what is idea in using missiles in such profitless action as destroing opponents is :)

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Post by johnstrt » Mon, 5. Dec 05, 13:08

RogerL wrote:They are great for sectorpatrols. But only silly people fly M1/M2/M6 :)
What rubbish. The Centaur is great to fly, but you have to adapt, and not try flying it like a fighter. Its shields are ok, but if you just sit there you will be taken out by M5s. Since everyone keeps grumbling, here's my suggestions:

1. Use Mass drivers. It's hard to stay on the tail of a fast fighter, so you need to make your shots count. BHEPTs in the turrets aren't a bad idea, though, and I tend to mix in some IonDs.

2. If you're dogfighting a small number of fighters, slow down. The Centaur will not turn well at speed. Best to leave M5s to your turrets.

3. If your shields are falling fast, run. Move away in a wide roll, give your shields a chance to recharge, and let your rear turret have some fun. When you turn, accelerate back in fast, to minimise your exposure to combined fire.

4. Use your side turrets: if you twist at the right angle, you can give targets a head-on dose followed by a broadside.

I've taken out an awful lot of ships wih my Centaur now, and had a lot of fun. I like my Mamba too, but the idea that an M6 is useless is just plain wrong.

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Post by giskard » Mon, 5. Dec 05, 13:20

Well said johnstrt.

Its important to remember than when the big ships where the one stop ships to killing everything in the universe. Hardly anybody ever used the smaller ships.

So now those bug ships require the smaller ships to fight off other smaller ships whilst they fight the big boys.

And all is well in the universe :)

Though there are some issues with the really big ships dying too fast i think.

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Post by AjRyder » Mon, 5. Dec 05, 13:53

Thats what Im on about When I was playing X2 these ships where to be feared they kicked arse. Now in X3 they get their arses kicked. For the first time since playing X3 Ive acutally stopped playing it. Its totally wrong. What happens when I buy a paranid Hercules. Im gonna have trouble TAKING ON A DICSO?????
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Re: What Is the point Of the Argon Centur?

Post by Galactico » Mon, 5. Dec 05, 14:10

AjRyder wrote:So id thought id buy one you know big is better, with its 3 125Mj shields id got id thought id be BIG and BAD! Well quess what I got dupped by 3 Harriers 1 Nova and a Falcon. I looked at my shields and they went quicker then a bowl of Kelloges Honey nut corn flakes!!!!!!! :evil: My nova does better then this ship with less shields and guns :twisted: So whats the point of going for a bigger ship :?
as has been already stated, don't bother trying to nail the harriers with your main guns, use them for killing the Nova's and the falcon's untill there's none left. I use all BPAC's for turrets and main guns, the only time i've been killed was when i ran into a Khaak destroyer (which died horribly when i bought a collosus, now THATS just wrong).

Iff you're struggling with m5's, add Mass Drivers to your turrets, pretty soon you'll have no more m5 woes :D

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Post by Dr.Sid » Mon, 5. Dec 05, 14:10

You just need proper weapons. Firing BHEPTs on disco is just no good idea. MDs are great, ramming is great. M6 is good mostly for point attack in X3 .. it was more universal in X2.
Mount 4 BHEPTs or more and attack destroyers with it. Nemesis can mount BPSGs - try to face that in disco.

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Post by jlehtone » Mon, 5. Dec 05, 14:15

szuur wrote:in X3 they balanced it more but at the point that a small 5 like disco's can kickk an 9 mil centaur to the ground ..that jsut sounds wrong
Does it? Motor torpedo boats or submarines can get lucky and sink a battleship. A squad of infantry can turn a main battle tank to a torch. Tanks are no streetfighters, and Centaur is not a dogfighter, at least not the same style as a Disco.

The balance is better, but the scouts are still weak and the destroyers can still meet their demise in a human-controlled M3. The greatest show of power (of scouts) is probably how they can take down the framerate. Some say that NPC military patrol Centaurs have such a host of escort Discos. :wink:

@AjRyder: Hercules has powerful turrets all around. A Disco may have problems to dodge some of PSG/PBE/PPC/PAC. IMO the M6, even Centaur, do not have real turrets. Gunners. With MDs, lethal gunners.
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Post by humility925 » Mon, 5. Dec 05, 14:23

M1, M2, TL and M6 is underpower due to thier Shield is too slow to recover, and some gun like Flak is short ranges, other gun, like even PPC is way slow even other M2 and M1 can outrun it. Egosoft should fixed this bug, M5, M4, M3 should never taken larger ship, end of story. Now all M1, M2, TL, M6 is useless.

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Post by carcharodon-megalodon » Mon, 5. Dec 05, 14:33

Actually, AjRyder is right. I won't be getting near a capital ship anytime soon (about 100000 credits at the moment), but there's simply no way a great and powerful capital ship will succumb to a few darn fighters. No way. The fighter role in space-combat is the harass capital ships, destroy other fighters and demolish tactical locations on the capital ships (like turrets), but they CAN'T annihilate a capital ship so easy. That's just not right. Afterall, they're just fighters! Sure, there may be some fighters with super "space-torpedoes" or whatever that may decimate a capital ship, but these behemoths are supposed to be flying fortresses, with shields that can withstand ALOT of punishment.

Yeah, you can survive in X3 with a capital ship, and they're quite powerful, but getting annihilated by a bunch of fighters is just...WRONG! I think that only about 10 heavy-fighters should pose a major threat to one of those. The next patches should address this issue, in my opinion.

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Post by Kamenjar » Mon, 5. Dec 05, 14:41

BPSGs? BPACs? Nemesis??? Sorry, can't have any of that. I'm stuck with the last bugged mission in the plot and I can't improve my paranid rep! Only way I can get BPACs is to buy a bunch of split Jaguars.

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Post by hst » Mon, 5. Dec 05, 15:32

The Centaur seems to work quite well for me. Sure you can get into trouble if you play the same way as X2, but the stronger M3/4/5's make for a more challenging game.

I've been getting plenty of caps with Centaur too and I'm not playing with capping in mind.

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Post by Dr.Sid » Mon, 5. Dec 05, 15:50

If you wan't to work on your reputations with paranid, just because some plot-scripter in Egosoft decided 'Paranids will hate you', go ahead. If you can handle some freedom of action, either play some other non-plot game variant, or use script editor and have any ship you want.

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Post by Juravian » Mon, 5. Dec 05, 15:57

carcharodon-megalodon wrote:Actually, AjRyder is right. I won't be getting near a capital ship anytime soon (about 100000 credits at the moment), but there's simply no way a great and powerful capital ship will succumb to a few darn fighters. No way. The fighter role in space-combat is the harass capital ships, destroy other fighters and demolish tactical locations on the capital ships (like turrets), but they CAN'T annihilate a capital ship so easy. That's just not right. Afterall, they're just fighters! Sure, there may be some fighters with super "space-torpedoes" or whatever that may decimate a capital ship, but these behemoths are supposed to be flying fortresses, with shields that can withstand ALOT of punishment.

Yeah, you can survive in X3 with a capital ship, and they're quite powerful, but getting annihilated by a bunch of fighters is just...WRONG! I think that only about 10 heavy-fighters should pose a major threat to one of those. The next patches should address this issue, in my opinion.
Keep in mind, a Centaur is NOT a capital ship, it's a corvette class. Centaurs should be beatable by the group described above (1 Nova, 1 Falcon, and 3 Harriers) if the ship is not equipped correctly.

If you equip a Centaur with all slow firing short range weapons, then a group of fast flying hard hitting fighters should be able to take you out with long range guns.

It's a matter of making sure you have the right guns for the fight.

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Post by humility925 » Mon, 5. Dec 05, 16:02

There is no way single or fews Argon Buster or even Nova pwned those larger Ship sure as M6, M1, M2, and TL
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Post by Vunderbar » Mon, 5. Dec 05, 16:10

I have had great sucess loading out my centaur with mass drivers in all turrets. the guns in the front are loaded with BHEPTS so whatever I miss on my first pass through, the turrets quickly clean up. I tried putting HEPTS in the turrets but they seem less effective because its hard for them to get a hit. Thats fine when your dealing with 3-4 fighters but more then that and your guns need to be hitting them to even out the odds otherwise your sheilds will not last long.

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