[TC] YESSS!!! Hyperion Vanguard is MINE!

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Musicker
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YESSS!!! Hyperion Vanguard is MINE!

Post by Musicker » Wed, 13. Jan 10, 05:25

FINALLY.. Caught one all by its lonesome in Heaven's Assertion.

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Used my stolen Minotaur to launch a boarding pod from 48k or so away, kept the shields down with my Springy, and waited.. 5 marines went in, 5 marines survived! only two were 4 star fighting, the other 3 were 2 stars fighting and 5 stars in hacking, mechanical and engineering.

Bout dang time! :) I jumped up and started turning in circles and yelling YESSSS!!!!! When it said "Computer control, transferred!"
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nekorbtsurt
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Post by nekorbtsurt » Wed, 13. Jan 10, 05:28

Congrats... WTG...... Good Job...... soooo, what is so special about this ship again?

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Musicker
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Post by Musicker » Wed, 13. Jan 10, 05:32

Other than the fact that it is the only M6 Corvette that can dock two M3-M5 class fighters, and can use Wraith missiles, and has a huge cargo bay, 5x200mj shields, etc etc etc? :)
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nekorbtsurt
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Post by nekorbtsurt » Wed, 13. Jan 10, 05:36

yeah, besides all that.

Musicker
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Post by Musicker » Wed, 13. Jan 10, 05:37

Other than that, it's a nostalgia thing. I loved that ship in Reunion!
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Bobucles
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Post by Bobucles » Wed, 13. Jan 10, 06:11

As a player ship, the Hyperion Vanguard is quite possibly the most versatile and useful ship there is. Great for missions, great for combat, holds 2 wingmen (and thus 2 extra copies of ship equipment), good speed, great fuel capacity, and it can still dock at any station. It's an ideal flagship.

It also outclasses some transports.

zyriel
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Post by zyriel » Wed, 13. Jan 10, 06:22

im a great fan of that ship
but if you really love it then you should begin with Poisoned Paranid game start
you will get overtuned max speed , acceleration and turn rate
in rare cases youll get 230m/s max speed
though 205m/s is not too hard to get

Koruth
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Post by Koruth » Wed, 13. Jan 10, 09:00

Hey, congrats man! I've got my own marines itching to raid one of these tasty monsters, but I've combed all the paranid sectors several times over and have yet to see one. I'm right now setting up a sat network to help me out in this task, but I think I'ma have to wait awhile before I can join you in the piloting of this elite little puppy.

Musicker
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Post by Musicker » Wed, 13. Jan 10, 13:44

@Zyriel,

Yep, I do have a Poisoned Paranid start, but I've done so much more on my Lost Lar start, I really wanted to keep playing this one for the moment, but still wanted my Hyperion. Last night I got my wish. :)

@Koruth,

Have patience, and yep, adv sat network is what let me check Heaven's Assertion quite frequently without having to pop down there. I had already determined that sector was where I wanted to ambush the Hyp, I had already capped 3 Hercules' there so I was pretty sure police and border control presence wouldn't be much of a problem.

Heading off to work now - can't wait to get home tonight and play with my new toy!
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juanitierno
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Post by juanitierno » Wed, 13. Jan 10, 13:52

Hello!

Could some1 tell me how you manage to reach the ship with the pods?

It seems my targets always prioritize the pods to anything else, and im left with a lot of floating marines.

Thanks!

Bobucles
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Post by Bobucles » Wed, 13. Jan 10, 14:03

Pods? What pods? All M6 ships can only support 5 marines on an attack.

Just blow away its shields in one attack, and dump marines in space. The Truelight seeker is pretty good for this, as it can use capital ship weapons for an amazing alpha strike.

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Post by Kapakio » Wed, 13. Jan 10, 14:08

Bobucles wrote:Pods? What pods? All M6 ships can only support 5 marines on an attack.

Just blow away its shields in one attack, and dump marines in space. The Truelight seeker is pretty good for this, as it can use capital ship weapons for an amazing alpha strike.
Have you tried spacewalk boarding in 2.5? It's really tricky since the boarding party generally splits in two teams, make boarding failure very frequent. So, pods are always better, even for an M6.

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juanitierno
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Post by juanitierno » Wed, 13. Jan 10, 14:13

About spacewalk boarding lets just say Ive experienced the "team splitting" 30% of the time, and the "your ship is not in the exact spot, so your marines end up 5 km away" 70% of the time.

zazie
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Post by zazie » Wed, 13. Jan 10, 14:23

I think juanitierno is speaking of something else. I seem to have the same problem as him.
In my game I have NEVER succeeded to place one single pod into a target. I have capped about 60 ships though (M6 to M1, not counting the bailing M5 to M3+), but all through spacewalk.

My pods are ALWAYS destroyed even if i launch Flails, Keris, Drones, Poltergeists or combinations of it. I have tried the following for testing purposes: 50 (!) Keris on a single M2, several Pods from about 7 km.

My pods were insta-killed as soon as in range of the M2; at that time more than 50 Keris were still attacking the M2.

That's why I think juanitierno's formula "my targets always prioritize the pods to anything else" is an appropriorate explanation of this 'bad-luck'.

Strange, me thinks.

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juanitierno
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Post by juanitierno » Wed, 13. Jan 10, 14:37

Sorry for not making myself clear, english is not my main language :)

what zazie said is exactly what i meant.

Musicker
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Post by Musicker » Wed, 13. Jan 10, 15:26

What I have heard from other people is that if you launch missiles (or pods) from more than 25k from the target, the target will be less likely to fire on them. That was confirmed for me last night.

I remote commanded my minotaur to launch the pod from about 48k away (they have a range of somewhat over 70k) and it took a couple reloads, but the third time was the charm - the pod connected, the marines were able to get through the hull, and they took the Hyp without a single loss! One of my four-star fighters even graduated to five stars, I think he's at 86 percent now.
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jwigeland
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Post by jwigeland » Wed, 13. Jan 10, 17:34

Also - if you hit SETA while the pods are en route the enemy turrets haven't a hope in h**l to shoot them down. It's easier with larger ships that take a LOOOONNNNG time to charge shields, as you can ignore them while the pods are going, but with the Hyperion I had to leave two fighter drone MK2s to keep it company while I hopped over to my Cobra and launched my single-pod team.
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cheezy379
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Post by cheezy379 » Wed, 13. Jan 10, 18:43

My pods hardly ever get blown up, I usually fire from over 10K away, often even further than 25K (as mentioned above). Although Point blank works to.

Flails also appear to be really good at damaging many places on the hull, get the M2 to charge right at you and send in a few flails to many (I usually put shields to % and measure the amount of damage 1 flail does, like the Zulus used to do to calculate casualties). By doing this you can blow some of the front guns off the ship without causing much damage (due to the small surface area given for the flails to hit), sometimes all of them even, this makes boarding much easier.

OP: Congrats on the cap!

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