Mamba Raider + pair of Concussion Gens kicks A$$

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kurush
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Mamba Raider + pair of Concussion Gens kicks A$$

Post by kurush » Sun, 19. Aug 07, 23:57

I mean literally. I noticed that when I use concussions in fight, the other ship tends to stay in front of me despite the lower speed. Is there a background story for this effect? Does not happen for AHEPTs or BPACS or anything else I used...
And the coolest thing is that the laser gen does not run out of energy with this weapon setup.

Gammel
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Post by Gammel » Mon, 20. Aug 07, 00:03

Yeah, I do like the CIG's. They use a lot of cargo space though, which is their main downfall IMO. 25cargo units a piece.

Here is an interesting tactic I have been using. Pare your CIGs up with a pair of Beta Pulsed Beam Emitters. (Dunno if the Mamba can use PBE's though.) I get good results with that combo, despite the massive difference in range an projectile speed.
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kurush
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Post by kurush » Mon, 20. Aug 07, 00:18

They seem to be more effective on the hull than on the shield. This is why the PBE combo can be efficient.
Mamba R cannot take PBEs though.

Gary.Gary
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Post by Gary.Gary » Mon, 20. Aug 07, 00:20

I picked up one CIG and use it on an eclipse - it has an impressive range - The PBEs you can use on some derivatives of Mamba, but I can't get to grips with them - Do they have a shorter range than the 'targets entered firing range' suggests as I don't seem to score hits when I can see I really am on target.

I can't wait to pick up another CIG though - It inspired me to swap back from an LX to an Eclipse as it's a great weapon, and I like the visible hit effect too when it strikes a target.

There is no station where you can pick up a CIG though yes? I got mine taking out a Collosus and entourage.

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Post by Gammel » Mon, 20. Aug 07, 00:39

No CIG's are not available for purchase at any stations.
You can find them hidden in boxes scattered through out the universe. or they way you already got one, buy blowing up ships and hoping for all your worth they dropped a CIG in a box.

I got lucky with them, an did 4 assassination missions one after they other, each one they dropped a CIG, (and a decent handful of other guns too). So I had 5 CIGs at one point. But I sold a bunch of them. And mmmmm they sell well. :P
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Post by Arrak » Mon, 20. Aug 07, 01:10

Gary.Gary wrote:The PBEs you can use on some derivatives of Mamba, but I can't get to grips with them - Do they have a shorter range than the 'targets entered firing range' suggests as I don't seem to score hits when I can see I really am on target.
PBE range is about 1,1 and 1,4km I think (unless they changed it in XTM) - it appeared to me the turret would give the message "targets entered firing range" based on the longest range of any weapon equipped...
PBEs are awesome for hunting fighters or generally bringing down shields - almost instant hit and a lot of shield damage, which makes them very useful for capping as well.

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Post by Arrak » Mon, 20. Aug 07, 01:10

Gary.Gary wrote:The PBEs you can use on some derivatives of Mamba, but I can't get to grips with them - Do they have a shorter range than the 'targets entered firing range' suggests as I don't seem to score hits when I can see I really am on target.
PBE range is about 1,1 for alpha and 1,4km for beta I think (unless they changed it in XTM) - it appeared to me the turret would give the message "targets entered firing range" based on the longest range of any weapon equipped...
PBEs are awesome for hunting fighters or generally bringing down shields - almost instant hit and a lot of shield damage, which makes them very useful for capping as well.

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Post by Gammel » Mon, 20. Aug 07, 02:11

.8 and 1.2 in a non XTM game. So Yes, XTM has changed those values.

They are great for dealing with fighters, in particular Khaak and Drones. But the bigger something gets, the harder it is to kill with PBE's.

Sure can take a while to deal with capitals. :P
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CBCRonin
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Post by CBCRonin » Mon, 20. Aug 07, 02:21

I have noticed they are more effective on hulls than shields, but does anyone know if they are more effective against larger ships than smaller ones? They seem to tear through corvette class hulls.... like a pack of kids through a pinata.

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Post by kurush » Mon, 20. Aug 07, 02:44

CBCRonin wrote:, but does anyone know if they are more effective against larger ships than smaller ones?
Two CIGs are just barely enough to prevent K's shields from recharging while my laser is recharging. I would not call them terribly efficient against caps.

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Post by CBCRonin » Mon, 20. Aug 07, 03:02

kurush wrote:
CBCRonin wrote:, but does anyone know if they are more effective against larger ships than smaller ones?
Two CIGs are just barely enough to prevent K's shields from recharging while my laser is recharging. I would not call them terribly efficient against caps.
Well, one of my weapon loadout settings is two ions and two CIG. I tagged a Xenon patrol recently, and after finishing off the fighter support I switched over to the before mentioned loadout to tackle the P.... I killed it in seconds. So I was wondering if it was just the P (a weak corvette?) or were the CIG better against larger ships (as long as the shields are down)?

I've used them against fighters and they are very effective at keeping a rear turret's fire off you, but by spinning the target around they seem to cause the leading fire from my hept or pacs to miss.

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Post by kurush » Mon, 20. Aug 07, 03:50

CBCRonin wrote: I've used them against fighters and they are very effective at keeping a rear turret's fire off you, but by spinning the target around they seem to cause the leading fire from my hept or pacs to miss.
So far I feel that they are better used alone. One of the reasons is that you can keep shooting forever while your recharge your laser for other weapons. They also seems to be fairly efficient on the TL hulls. For me now it is HEPTs while I have some laser energy switching to CIGs for recharging...

Capital ships have higher shield recharge and there always seems to be some shield left when you use CIGs on them. It might be efficient with a combination with IONs though.

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Post by CBCRonin » Tue, 21. Aug 07, 05:59

As of now, I can't honestly say they do or don't magnify damage when used against larger vessels.
I just tested it out against a condor and a phoenix; I was able to kill both, before I finally died against massive amounts of fighters. Granted, I was hiding amongst the nook and crannies of the ships and their escort fighters were keeping the shields down.... inadvertantly of'course :D . Once the shields were down, I only used the concussions.
The hulls depleted quite rapidly, but with each shot doing 500 pts of damage, and able to continuosly fire regardless of weapon energy, I can't say if the rapidity involved was normal or not :(.

(I was in the falcon sentinel)

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jordan kirwan
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Post by jordan kirwan » Tue, 21. Aug 07, 12:42

Spoiler
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it is posiable to buy cigs you need to script it in with load ware into staion and increase ware in station SCIPTS(standred sripts :P

kurush
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Post by kurush » Mon, 27. Aug 07, 04:16

It appears that 6 CIGs on Chimera kick a major a$$. I was able to take out a Khaak destroyer with it in about 30 min of maneuvering at 5km distance of it. So, now I can confirm that they do a good deal of damage against a capital ship.

They also are good in combination with PBE as Gammel mentioned. Their shield damage is much less than the hull damage and PBEs help to lower shields quickly.

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Incubi
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Post by Incubi » Mon, 27. Aug 07, 05:46

Cigs are bad for your health. I mean you should really stop. :twisted:

I have noticed that these work great in pairs.. more than that they seem to be a problem. I fitted 8 to a pirate falcon ( start of the game, grab anything I could get stage ) Despite the loong range of this weapon you will notice when firing 8.. that some stray off coarse and most miss. At close range this is great however. But even then knock back affect causes some follow up shots to miss. I really think that 2 s the magic number for this weapon. Unless you want a wingman for taking down TL's while you take out the fighters. or something similar to that situation.

kurush
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Post by kurush » Mon, 27. Aug 07, 05:49

I do have a wingman, name is Hyperion :) Works like charm on TLs. I am not sure if I can take out a Khaak Destroyer on it though.

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