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General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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tatakau
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Post by tatakau » Sun, 21. Mar 10, 23:00

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Last edited by tatakau on Wed, 12. Jun 19, 12:36, edited 2 times in total.

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Jimyd
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Post by Jimyd » Sun, 21. Mar 10, 23:04

M8s are limited because they cannot use Internal Docking on Ships or Stations, and they can only fly through a Gate 1 at a time(M6s do the same thing).

It is unfortunate that they are that way, so the only choice is a M7M for a Missile Ship. But the M7M class is a Big Red Win Button though, so it is up to you if you want the easy way. (Please note this is after you start producing your own Missile Complex, before that and they are practically useless).

All the M7M Ships are useful, it is just a matter of preference.

maphys
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Post by maphys » Sun, 21. Mar 10, 23:27

Flails are fast and pack multiple warheads - super-wasps. They are much better and cheaper for taking out fighters than the other two types. M8s excel at backing up a fighting ship (that nails the smaller ships while the M8 takes down the large ships with volleys of Tomahawks). M7Ms can go it alone more easily. But in terms of bang per credit wings of M8s are awesome artillery. I find them to be really good at taking down stations and capitals. But as has been said - the M7M can do everything the M8 can, if a little more expensively.

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ephemeron
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Post by ephemeron » Mon, 22. Mar 10, 02:10

Flails are for taking out fighters, or for keeping shields down on a target you're trying to board. Hammers are for taking down big things' (M6 and up) shields, and for killing them outright if you keep firing. Tomahawks are like Hammers, but hit harder.

M8's are designed for killing M1's/M2's/stations. They need to be kept away from danger, but their missiles do huge amounts of damage.

The Cobra is my favorite M7M because of its speed and ability to mount FAA's for defense in the back turret. A Cobra can defend itself better at close range than any M8, but still works best at a distance from the enemy -- especially if what you want to do is board an M1 or M2.

There are a lot of threads with boarding advice, but the basic strategy is to fire Hammers to take the shields down, then Flails, then Boarding Pods, then more Flails to keep the shields down until your marines are in, all preferably while staying out of range of the target's guns. It takes some practice to get a feel for what missiles to use when, and how well-trained your marines need to be in order to board different kinds of ships. Personally, I still like to save before any boarding attempt.

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