TL and M7M boarding with puny M6 ??
Moderator: Moderators for English X Forum
-
- Posts: 125
- Joined: Wed, 19. Jan 11, 21:15
TL and M7M boarding with puny M6 ??
I have Yaki TL right where I want him, he has no help, no marines, no anti-boarding equipment.
I have M6 with 5 3-5 star marines, problem is when i order piracy-board, my ship starts manouvering thus bringing me in front of big guns. I have successfully boarded few M6 ships but this thing is huge, I don't know how to get close enough to my guys jump out at once, without auto pilot taking over. Is there any other way of deploying them? I can scratch the paint how close I am to TL.
Or maybe I picked too big target this time? How many marines M7M can deploy at once?
Another question, guy asked about buying M7M recently and some folks said "why to buy when you can steal?" I am in good relations wit all races except pirates and hostile ones, I've seen just a few of M7M ships and they are mostly heavily escorted and protected via marines or firewalls or hull pulverizing or everything together. They seem too big prey for my puny M6 now (have 3 of M6es actually). Can it be done (and stay friend with everyone?)
I have M6 with 5 3-5 star marines, problem is when i order piracy-board, my ship starts manouvering thus bringing me in front of big guns. I have successfully boarded few M6 ships but this thing is huge, I don't know how to get close enough to my guys jump out at once, without auto pilot taking over. Is there any other way of deploying them? I can scratch the paint how close I am to TL.
Or maybe I picked too big target this time? How many marines M7M can deploy at once?
Another question, guy asked about buying M7M recently and some folks said "why to buy when you can steal?" I am in good relations wit all races except pirates and hostile ones, I've seen just a few of M7M ships and they are mostly heavily escorted and protected via marines or firewalls or hull pulverizing or everything together. They seem too big prey for my puny M6 now (have 3 of M6es actually). Can it be done (and stay friend with everyone?)
-
- Posts: 289
- Joined: Mon, 22. Nov 10, 01:27
-
- Posts: 289
- Joined: Mon, 22. Nov 10, 01:27
Use a TP to capture the larger ships. Use IonDs to remove all foul equipment (hull polarization etc) weapons, and all but one shield. You will need to load it up Dragonfly missiles. As you are launching the marines, make sure you are spamming Dragonflys. Once the marines are launched, you might beam over to an M6 if its nearby to keep the shields down easier.
For a M7M you need to do the same tactic, but do hit and run strikes on its escorts. A well placed firestorm on the M7M may also eliminate many of the fighters. When fighting a large number of fighters and a mean missile spamming large ship, remember, asteroids and any other object you don't care if its hit/destroyed are your friends. i.e. if youre playing pure pirate, you don't care if a Boron SPP hates you when it gets hit during the battle.
For a M7M you need to do the same tactic, but do hit and run strikes on its escorts. A well placed firestorm on the M7M may also eliminate many of the fighters. When fighting a large number of fighters and a mean missile spamming large ship, remember, asteroids and any other object you don't care if its hit/destroyed are your friends. i.e. if youre playing pure pirate, you don't care if a Boron SPP hates you when it gets hit during the battle.
Give me a mamba or give me death!
Capping a Ryu? Even with 10 marines it's going take some reloading. 5 is certainly do-able. Just not easy.
There's a blind spot in the weapon coverage, below the engines in the back. You'll face IBL's getting into it, but once in there, it cannot hit you. Better still, as long as you keep the shields down, it'll try to nose over to reach you with turrets, so even if the marines spawn a distance away, they'll still make hull contact. You'll HAVE to save at each stage. Breached hull, Deck 1, so on.
I spent 5 and a half hours reloading, while trying to cap a bailed one with 10 marines, so have patience. Getting all the marines on board is the most important part of the mission.
There's a blind spot in the weapon coverage, below the engines in the back. You'll face IBL's getting into it, but once in there, it cannot hit you. Better still, as long as you keep the shields down, it'll try to nose over to reach you with turrets, so even if the marines spawn a distance away, they'll still make hull contact. You'll HAVE to save at each stage. Breached hull, Deck 1, so on.
I spent 5 and a half hours reloading, while trying to cap a bailed one with 10 marines, so have patience. Getting all the marines on board is the most important part of the mission.
A Pirate's Revenge Completed Now in PDF by _Zap_
APR Book 2: Best Served Cold Updated 8/5/2016
The Tale of Ea't s'Quid Completed
Dovie'andi se tovya sagain
APR Book 2: Best Served Cold Updated 8/5/2016
The Tale of Ea't s'Quid Completed
Dovie'andi se tovya sagain