Re: The Bala Gi Missions X3:R

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Squiffilect
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Re: The Bala Gi Missions X3:R

Post by Squiffilect » Mon, 8. Aug 11, 15:36

Hi guys...

I couldn't find a definitive answer for the question I'm about to ask through google or through these forums.

Possible spoiler if you've not already done it.

I'm trying to get the M7 class ship through the north gate in Maelstrom to take it back to Grand Exchange. The pirates that appear at the north gate in Maelstrom to stop you have mad shields and also a full compliment of HEPTs.

I'm using a tractor beam on my M6 Boron Hydra, with 3x 125MJ shields 4 HEPTs, 3 BPACs and 1 BPAC turret and of course the tractor beam taking the last slot. I got a load of hornet missiles too.

The problem is, before I've even let off my first salvo, I'm dead. They ruin me every time.

I do have several other ships in different distant sectors but I'm reluctant to go that route as it'll take ages to assemble my forces and I can't see them beimg that much help TBH.

Is there any tips or tricks that any of you guys can offer me to help me out?

I saw rogueys walkthrough on the Bala Gi missions but it offers no soloution to getting past these overpowered foe.

Edit: Spelling & Grammer corrections
Last edited by Squiffilect on Mon, 8. Aug 11, 16:08, edited 2 times in total.

niadh
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Getting rid of those pesky pirates

Post by niadh » Mon, 8. Aug 11, 15:52

I assume we are talking about Reunion here?

The simple routine is to disengage the tractor beam, swap out the tractor beam for a weapon and go after the pirates yourself.

Hornet missiles are too slow and easy to shoot down for this fight. Either that or launch lots of them at range (10km+) when they are approaching.
Set the turrets to protect ship or missile defence (if that option is available) and make good use of the strafe drive to keep out of the line of fire.
Fighter drone may be of some help as a distraction.
Figher (M3, M4) escorts are also of use if you don't mind the risk of losing some of them.

You could also get a better M6. Hydra leaves a lot to be desired compared to some of the others available. Let the debate as to which one is best begin...

Squiffilect
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Post by Squiffilect » Mon, 8. Aug 11, 16:19

Yes Reunion.. I've updated the subject accordingly.

Well thanks for your reply... I can afford to lose a few Disco Raiders, and I could us fighter drones too.

So with regard to your reply...
How do I turn off the tractor beam? and being as I've never used drones before how do I use them?

I don't care if I don't kill them, I just want to get past them. Unless they follow me through the gate :(.

Regarding the best M6 debate that may ensue... The only reason I chose the Hydra is because it had the best top speed and I though that'd be most helpful whilst flying 150km from the west gate to the north gate in Maelstrom.

I can't afford another M6 now but I guess I could take the Nemesis that is almost dead near where I picked up the M7. (already got the unowned Nova).

Someone said in another thread, to use 2 "unknown objects" and all 3 pirates will be pretty much dead... I only have 1 "unknown object" and I don't even know what it is.

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Post by Fulgrymm » Mon, 8. Aug 11, 16:25

It's (can be) a very powerful missile with a large enough blast radius to nail all the pirates that jump in to ruin your day. To turn off the Tractor Beam, simply fire it again at empty space. Also, top speed doesn't make a lot of difference when dragging the M7 because you are limited to 80 m/s in any case. Have you beaten the main plot? There will sometimes be BBS posts about buying data on Terran tech, doing that will unlock information about the Unknown Objects in your database.

Squiffilect
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Post by Squiffilect » Mon, 8. Aug 11, 16:36

As far as the main plot is concerned I've done the first patrol and that is all... I was worried that going further would change the amount of hostile occurances in the galaxy for the worse.

I never knew that the limit was 80 for all ships while tractoring :/

I could take the Nemesis back for repairs and then use that... either to tractor or to provide escort... I have a spare 3 million knocking around... I could buy a host of Disco Raiders and have them escort too.

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Post by Cpt.Jericho » Mon, 8. Aug 11, 16:42

If you're still so tight with money you can also wait until you can afford some decent fighter protection.
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Squiffilect
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Post by Squiffilect » Mon, 8. Aug 11, 16:50

Cpt.Jericho wrote:If you're still so tight with money you can also wait until you can afford some decent fighter protection.
I kind of agree, but in my experience they are about as much use as a fart in a thunderstorm... I took me and 7 wingmen to attack a Khaak Cluster and lost all of them.

Am I right in guessing that to use fighter drones you must eject them from your cargo hold? As I feel using 250 fighter drones would be more cost effective than buying kamakaze fighters.

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Post by Triaxx2 » Mon, 8. Aug 11, 16:58

I remember that battle. I put up a bunch of laser towers before hand and the Falcon's smashed them but good.

Try dropping a bunch of SQUASH mines before you come back with the ship. They should vape themselves on those instead of surviving to annoy you.

Of course, the laser towers were the first time I played it. The second time I had a Phoenix waiting for them. Suffice to say, they didn't survive that encounter.

I had more problems with protecting the freighter heading to the SPP.
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niadh
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Post by niadh » Mon, 8. Aug 11, 17:30

Squiffilect wrote:Yes Reunion.. I've updated the subject accordingly.

I don't care if I don't kill them, I just want to get past them. Unless they follow me through the gate :(.
I am afraid you're going to have to kill them. as you won't be able to outrun them with the M7 in tow and, as you have found out, you are between them and the M7 which they very clearly want for themselves.

The Hydra should be able to take on the Pirates that come after you with the weapon load out mentioned.
Use your speed and maneouverability to dodge fire from the heavier ships.
The order you choose to take them out in depends on number of each class and your style of flying. Personally i tak out the M3 and M4 fighters first, then M6 and lastly M5 (because they cannot do too much harm)
Why??
Well there are iirc more M3/M4 fighters than M6 and as such they can fire more heavier weapons at you combined. Cutting down their numbers will help considerably. The M6s are not as maneouverable and will usually be firing turret weapons at you which will be limited to 1 or 2 guns. You should either be able to dodge or survive any main gun strikes long enough to keep shields in good condition.

Personally I woulsn't use Squash mines as they are invisible to all and have no FoF recognition. meaning any that survive could ruin your day.

Missiles can be good but be sure to launch them when not being fired upon. Ideally on the initial attack run. Spam them and strafe to, hopefully, through off their line of fire.

Squiffilect
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Post by Squiffilect » Mon, 8. Aug 11, 21:03

Ok thanks guys... I'm about to give it a go.

I'll report back later.

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Post by Nanook » Mon, 8. Aug 11, 21:40

niadh wrote:
Squiffilect wrote:Yes Reunion.. I've updated the subject accordingly.

I don't care if I don't kill them, I just want to get past them. Unless they follow me through the gate :(.
I am afraid you're going to have to kill them. as you won't be able to outrun them with the M7 in tow and, as you have found out, you are between them and the M7 which they very clearly want for themselves.

The Hydra should be able to take on the Pirates that come after you with the weapon load out mentioned.
Use your speed and maneouverability to dodge fire from the heavier ships.
The order you choose to take them out in depends on number of each class and your style of flying. Personally i tak out the M3 and M4 fighters first, then M6 and lastly M5 (because they cannot do too much harm)
Why??
Well there are iirc more M3/M4 fighters than M6 and as such they can fire more heavier weapons at you combined. Cutting down their numbers will help considerably. The M6s are not as maneouverable and will usually be firing turret weapons at you which will be limited to 1 or 2 guns. You should either be able to dodge or survive any main gun strikes long enough to keep shields in good condition.

Personally I woulsn't use Squash mines as they are invisible to all and have no FoF recognition. meaning any that survive could ruin your day.

Missiles can be good but be sure to launch them when not being fired upon. Ideally on the initial attack run. Spam them and strafe to, hopefully, through off their line of fire.
Not sure what battle you're referring to, but it's not the one the OP is trying to win. In that part of the mission, you get two Falcon Sentinels and usually two or three other pirates, usually lighter M3's. I always try to capture one or both Sentinels, since they're extremely rare in Reunion. And those pirates will tear up a Hydra in no time.

I'd suggest he have his own M3 following him so he can transport over to it when the baddies get in range. He should also have a Triplex Scanner on one of his ships so he can spot the pirates at 30 km and plan accordingly. At the very least, he can spam missiles at them from that distance, which should take care of the problem.
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Post by niadh » Mon, 8. Aug 11, 22:00

Nanook wrote:
Not sure what battle you're referring to, but it's not the one the OP is trying to win. In that part of the mission, you get two Falcon Sentinels and usually two or three other pirates, usually lighter M3's. I always try to capture one or both Sentinels, since they're extremely rare in Reunion. And those pirates will tear up a Hydra in no time.
It's been a while since I played that part of reunion but was sure I got a couple of M3s, M4s and an M6 as my opposition. Maybe mistaken.

Squiffilect
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Post by Squiffilect » Mon, 8. Aug 11, 22:34

Well I just had 5 more shots at it using different tactics but they are just too insanely powerful... I unloaded my unknown object, 20 hornets, 10 tempests, 5 firestorms, and had 10 of the teladi m5 ships winged with me... I downed 2 of them and then a few more spawned!!

Total madness :evil:

Shall I bring my whole fleet with me? (4 M3s, 7 M4's, 4 M5's) (will take ages to assemble fleet tho :/

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Post by Nanook » Mon, 8. Aug 11, 22:38

You wouldn't by some chance be using the XTM mod, would you? Because that makes that Bala Gi mission infinitely more difficult, what with all the random pirate spawns. In a vanilla game, you only get the pirates I mentioned and no more, unless you're really unlucky. So you must be just getting some random pirate spawns, either through bad luck or using a mod.
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Squiffilect
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Post by Squiffilect » Mon, 8. Aug 11, 22:51

the only extra script/mod I'm using is the infinate salvage insurance (so I can save as much as I like.)

Squiffilect
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Post by Squiffilect » Tue, 9. Aug 11, 00:02

Done it!!!

I beat the first lot using all my missiles :)

Then the second lot was a buzzard sentinal and 2 novas... The Novas had some mad cone weapon that I saw the yaki use once.

I drew the buzzard away as the novas could not keep up, my rear HEPT sorted him out!

Then I saved and went back for the novas.

Good thing is, I did it with just my hydra.

Nanook
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Post by Nanook » Tue, 9. Aug 11, 00:15

Squiffilect wrote:...
Then the second lot was a buzzard sentinal and 2 novas... The Novas had some mad cone weapon that I saw the yaki use once...
That would be a PSG, either Alpha or Beta. I'm surprised you haven't seen it more, or even used one, since the Paranid make them, and pirates like to use them in their patrol ships. :o
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

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Squiffilect
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Post by Squiffilect » Tue, 9. Aug 11, 02:00

Nanook... A little OT here but your avatar... It is a polar bear from Ultima Online. Did you play that at some point?

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Post by Snafu_X3 » Thu, 11. Aug 11, 00:30

IIRC in vanilla X3:R this mission spawns 3 pirate ships: a couple of Falcons & a Falcon Sentinel (high-shields, all) at about 30Km from the target gate. You can't jump the Hyp (yacht) out, as it's not yours until you get it back to its destination, so you can't transfer cargo.

There are 2 recommended ways to do this mission: a) have a high-offence force waiting by the target gate, ready to attack the pirate ships when they spawn; or b) take the towed yacht a fair way out of the ecliptic (this minimises random pirate spawns - you'll still have to deal with the plot-spawned ships), break the tow & go deal with the plot-spawned hostiles yourself, in whatever ship seems suitable. IIRC the plot-spawned ships won't reappear, so it's only a 1-time battle.
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As a bonus, any ship you use to tow the yacht to its ultimate destination will be repaired for free, so go ahead & use that damaged Nemesis you claimed earlier - it won't go faster than 80m/s while towing anyway, so why worry about the damage?
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