[X3TC] Wingmen and missiles and escorts...

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Markhor
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[X3TC] Wingmen and missiles and escorts...

Post by Markhor » Fri, 19. Mar 10, 16:45

Oh m-
*ducks PRG shots*..
O_o ok..

1) are M3's and M4's I cap ok to use as wingmen? I got a falcon vanguard with 6 PACs on it now, getting it some shields..seems useful; faster than my NOVA I CAPPED MUAHAHAH! cough..ok. it's faster and can get in to the enemy and do some good damage..but what's really good and what should it have? (besides maxed shields and speed)

2) should I just sell my Harrier's? i been using them as faster haulers for my silicon mine, but..they don't seem that useful and are morely a quick buck. true, selling them will ultimately yield less than i can use them to make..

3) Mosquito missiles..not good against much, are they? =) should i keep good tabs on any place selling Wildfires? this kinda goes with my wingmen; good missile chance and some of these..well ok i'll use these mostly..

4) what are ships i cap...that i should keep, and that i should immediately sell? sell m5's after removing all good items, and keep anything else?
Go into the sand, and the dust, and the sky
Go now, there's no better plan, than to do or to die
Free me, pray to the fayth in the face of the light
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Triaxx2
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Post by Triaxx2 » Fri, 19. Mar 10, 17:05

1) Falcons tend to be underpowered because they lack a rear turret, though that's mostly In Sector (IS). Out Of Sector (OOS), though they are pretty powerful. The Nova is good IS because of the rear turret.

2) Harriers are good at that job, and are fast enough to escape enemies and snag good deals where others might not. The only trouble is that they lack Jump Drives, but that's not really important.

3) Mosquitos are excellent when launched against enemy missiles actually. Wildfires are pretty good.

4) Sounds about right. Personally I keep all that I cap, and either assign them as escorts, or as factory transports.

Markhor
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Post by Markhor » Fri, 19. Mar 10, 17:28

Well I fly the Nova, usually. I also found that..total I have..
1 Elites
1 Nova
1 Buzzard
1 Falcon Vanguard

Like I said I fly the nova, and the Nova has 5 HEPT's on it. Falcon only has 6 PACs..I'm keeping the Falcon for now because it can use PBE's...but I cannot afford them =)

So ok any other opinions?

edit: just checked and my Elite has 3 PRG's and an IRE for it's rear turret. finding cool stuff!
Go into the sand, and the dust, and the sky
Go now, there's no better plan, than to do or to die
Free me, pray to the fayth in the face of the light
Feed me, fill me with sin, and get ready to fight

Deleted User

Post by Deleted User » Sat, 20. Mar 10, 04:04

don't worry so much about the PBE's they look like a good weapon on paper, but their range severely limits them. I find that for my uses a Falcon Hauler can get most jobs done both IS and OOS.

As for missiles, well lets just say that mosquito missiles should be called spam missiles because that's how they are most effective...wait till you're withing nine klicks and fire ten or so in quick succesion...if not damaging your enemy at least a bit then the missiles should give the enemy soemthing to think about other than shooting at you!

Keep everything you cap, and fix it with yer repair laser. If you're not immediatley using the capped ship it will eventually come in handy when you decide to buy another one and you remember you already have a ship sitting there!

frymaster
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Post by frymaster » Sat, 20. Mar 10, 06:44

I'd personally redistribute the weapons a bit - HEPTS are rubbish for attacking M4s and M5s because they dodge too fast, so maybe have 3 HEPTS and 3 PACs on the nova, and 2 HEPTs and 3 PACs on the falcon (assign them to different weapon groups, of course, so you can fire them independantly)

and the Nova should have a PAC in the back turret as well, of course
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pjknibbs
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Post by pjknibbs » Sat, 20. Mar 10, 07:25

For wingmen I tend to go with an all-PAC loadout--the weapon generators on M3s are really designed on the assumption that the player won't be using all 8 guns at the same time, so they tend to run dry really quickly if you start including HEPTs in the mix.

AgamemnonArgon
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Post by AgamemnonArgon » Sat, 20. Mar 10, 08:39

I tended to under-rate PAC until I used them myself, in fighters, and above. They are worth using. Just make sure the ships can look after themselves in combat, as losing a valuable fighter ship early on can slow things down for the player.
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Bill Huntington
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Wingmen

Post by Bill Huntington » Sat, 20. Mar 10, 09:07

Here's a few things, Markhor.

It is best to use just one or two wingmen. Otherwise they collide with each other and destroy themselves. One or two is just fine. Use them in combat with the shift 6 and shift 7 keys. You need them with good shields and speed, otherwise you will lose them or cause more trouble than help. If they have a rear turret, you can send them further out, otherwise keep them close and your rear turret can keep missiles from destroying them. If they lose a lot of shield, have them run away. They might even draw a few enemy ships with them.

I don't use missiles in my wingmen. They either fire them when they don't need to, or don't fire them when they would help.

Wasps are a good all round missile, fast and some punch. There are some good ones for the big ships. Check the stats in the Encyclopedia.

There are a lot of ships that aren't very good. They can still have a role, even if it is to hold a jump drive or software that might be needed for another ship later. But if you need money now, it's fine to sell them.

You can put your whole show in a TM like a Boa, and deploy as needed. With four slots, you can even keep a Disco to put up satellites.

Wingmen are useful in that stage of the game when the opposition is too much for a single M3, and the pilot hasn't moved up to a M6 or M7 as a personal ship.

Fighter drones fit with this set up also. They give some help, and draw the fire of the opposition. You can even pick them up after the fight, so they can last a long time. Control in combat is easy, with shift 8 and shift 9.

A rear turret can useful if the enemy is too strong. Run away... slowly. Just one enemy is directly behind you, and the rear turret will eat him up. And then the next, and next. If your setting is Missile Defense, it will shoot a missile first, then the nearest enemy.

I hope this helps.
Bill in S.F., enjoying the game

Markhor
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Post by Markhor » Sat, 20. Mar 10, 15:57

*raises hand* new wingman question..

if i do put say 3 HEPTs and then 3 PACs on the Nova, have it attack a person, and the guns are in different weapon slots..will it fire the first..? the one i was on when i left..? or will it, somehow change which one's to fire? or can it be taught to change..?
Go into the sand, and the dust, and the sky
Go now, there's no better plan, than to do or to die
Free me, pray to the fayth in the face of the light
Feed me, fill me with sin, and get ready to fight

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spudsman
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Post by spudsman » Sat, 20. Mar 10, 17:44

In my experience of using M3 wingmen, they do not automatically select the best weapon but rather just fire whatever they have installed in all forward mounts. Would be nice if they were that smart.

Markhor
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Post by Markhor » Sat, 20. Mar 10, 18:22

Wow so they just shoot all forward mounted guns..hm. Ok interesting.
Go into the sand, and the dust, and the sky
Go now, there's no better plan, than to do or to die
Free me, pray to the fayth in the face of the light
Feed me, fill me with sin, and get ready to fight

pjknibbs
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Post by pjknibbs » Sat, 20. Mar 10, 23:37

spudsman wrote:In my experience of using M3 wingmen, they do not automatically select the best weapon but rather just fire whatever they have installed in all forward mounts.
Slightly incorrect--they'll fire whatever guns you left grouped the last time you were flying that ship yourself. By default that's all of them, but you CAN change that if you feel like it. However, in most cases you might as well just remove the guns entirely if you're not going to have the ship fire them, since the AI won't change which group it's using by itself.

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