X3AP OOS Defense Force
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X3AP OOS Defense Force
Hi need some help on what ships make for good OOS Defenders for my stations and stuff. Any suggestions? I'd like a listing of both Terran/Non-Terran ships that work well in OOS fights oh and there loadouts. Thank you..
the most heavily shielded ship you can afford to fully kit out with the heaviest weapons in-slot.
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.
Have you read this thread?Catra wrote:the most heavily shielded ship you can afford to fully kit out with the heaviest weapons in-slot.
Admitting you have a problem is the first step in figuring out how to make it worse.
dont see how the thread is relevant.KloHunt3r wrote:Have you read this thread?Catra wrote:the most heavily shielded ship you can afford to fully kit out with the heaviest weapons in-slot.
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.
The OP is asking how to set up ships for OOS combat in AP.Catra wrote:dont see how the thread is relevant.KloHunt3r wrote:Have you read this thread?Catra wrote:the most heavily shielded ship you can afford to fully kit out with the heaviest weapons in-slot.
According to this you should arm ships for OOS combat similarly to IS combat: light weapons against fighters and heavy weapons against capital ships, rather than only using the highest damage weapons available.Gazz wrote:A highly maneuverable ship will succeed more often in pointing it's cockpit lasers towards the enemy, resulting in a better chance to hit.
Fast / small targets are harder to hit. (surprise)
Lasers with a high bullet speed are a lot more effective against fast / small targets while bullet speed has a negligible effect vs capital ships - just like it works IS.
Admitting you have a problem is the first step in figuring out how to make it worse.
in 99% of all cases, your IS and OOS setup really doesnt change.KloHunt3r wrote:The OP is asking how to set up ships for OOS combat in AP.Catra wrote:dont see how the thread is relevant.KloHunt3r wrote:Have you read this thread?Catra wrote:the most heavily shielded ship you can afford to fully kit out with the heaviest weapons in-slot.
According to this you should arm ships for OOS combat similarly to IS combat: light weapons against fighters and heavy weapons against capital ships, rather than only using the highest damage weapons available.Gazz wrote:A highly maneuverable ship will succeed more often in pointing it's cockpit lasers towards the enemy, resulting in a better chance to hit.
Fast / small targets are harder to hit. (surprise)
Lasers with a high bullet speed are a lot more effective against fast / small targets while bullet speed has a negligible effect vs capital ships - just like it works IS.
so again, relevance?
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.
It sounds like you were suggesting that the OP choose ships and weapons based on the old TC principles where optimal OOS weaponry (highest shielding and highest damage) differed from optimal IS weaponry (accuracy, energy efficiency, etc.) In AP ship maneuverability and projectile speed factor in, as well.
Admitting you have a problem is the first step in figuring out how to make it worse.
the principles might have differed, but the loadouts did not.It sounds like you were suggesting that the OP choose ships and weapons based on the old TC principles where optimal OOS weaponry (highest shielding and highest damage) differed from optimal IS weaponry
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.
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yes... they have slightly but they have.Catra wrote:the principles might have differed, but the loadouts did not.It sounds like you were suggesting that the OP choose ships and weapons based on the old TC principles where optimal OOS weaponry (highest shielding and highest damage) differed from optimal IS weaponry
its good to place ppc in all slots...but your Boreas will be at a disadvantage vs a wing of fighters. it has been stated that fighters have a chance of avoiding heavy weapons damage. thus, is better to fit a couple flaks in there rather than a full complement of ppc.
CharlieChop wrote:yes... they have slightly but they have.Catra wrote:the principles might have differed, but the loadouts did not.It sounds like you were suggesting that the OP choose ships and weapons based on the old TC principles where optimal OOS weaponry (highest shielding and highest damage) differed from optimal IS weaponry
its good to place ppc in all slots...but your Boreas will be at a disadvantage vs a wing of fighters. it has been stated that fighters have a chance of avoiding heavy weapons damage. thus, is better to fit a couple flaks in there rather than a full complement of ppc.
goodjob stumbling on the 1% and trying to make a point of it when its already been preemptively taken into account. =Pme, earlier in the thread wrote:in 99% of all cases, your IS and OOS setup really doesnt change.
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.
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hey hey, easy you make it sound like i offended you...worse case scenario i just re.stated what you saidCatra wrote:CharlieChop wrote:yes... they have slightly but they have.Catra wrote:the principles might have differed, but the loadouts did not.It sounds like you were suggesting that the OP choose ships and weapons based on the old TC principles where optimal OOS weaponry (highest shielding and highest damage) differed from optimal IS weaponry
its good to place ppc in all slots...but your Boreas will be at a disadvantage vs a wing of fighters. it has been stated that fighters have a chance of avoiding heavy weapons damage. thus, is better to fit a couple flaks in there rather than a full complement of ppc.goodjob stumbling on the 1% and trying to make a point of it when its already been preemptively taken into account. =Pme, earlier in the thread wrote:in 99% of all cases, your IS and OOS setup really doesnt change.
sorry for making it more obvious and giving an example
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This is somewhat relevent. Yesterday i had my Hydra on patrol when it encountered a Pirate Harrier OOS.
I got that typical warning that one of my ships is under attack, when i went to look my hydra's shields were at 50% (meaning that it lost 300MJ of shielding)... is this possible or do you think my hydra destroyed a few ships before i managed to see what was going on?
I was pretty damn quick, it must have taken me around 2 or 3 seconds to load up the map and check out what was going on.
I got that typical warning that one of my ships is under attack, when i went to look my hydra's shields were at 50% (meaning that it lost 300MJ of shielding)... is this possible or do you think my hydra destroyed a few ships before i managed to see what was going on?
I was pretty damn quick, it must have taken me around 2 or 3 seconds to load up the map and check out what was going on.
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isn't it because each round in oos is equivalent to 30 seconds? i can see 150 mj or 200mj of shield with a continuous stream of fire....KloHunt3r wrote:It sounds like it tangled with an M3 in the first round of OOS combat.
I watched my Zephyrus fight a Mako OOS and over two rounds the Zephyrus only lost about 150MJ of shielding.
I'm not exactly sure how it works, but in OOS combat ships have a chance to fire based on their turn rate, and have a chance to dodge incoming fire based on their movement speed and the incoming projectile's speed.CharlieChop wrote:isn't it because each round in oos is equivalent to 30 seconds? i can see 150 mj or 200mj of shield with a continuous stream of fire....KloHunt3r wrote:It sounds like it tangled with an M3 in the first round of OOS combat.
I watched my Zephyrus fight a Mako OOS and over two rounds the Zephyrus only lost about 150MJ of shielding.
Makos and Harriers can both use PACs, so I guess their damage output would be similar. The Harrier's may even be higher due to its higher turn rate translating into a higher chance to fire every round, and its speed making it more difficult to hit.
Also, rounds take 5 seconds if the player is watching through the sector map and 30 seconds if the player isn't watching.
Admitting you have a problem is the first step in figuring out how to make it worse.
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that's nasty....... no wonder m5s can hit so hard.... fast weapons guaranty a hit vs a bigger ship, high turn rate allows for first hit and high speed allows it to dodge damage a lot better than other ships.
he probably suffered from the 30 second rounds, since he said he kinda ignored the warning, unlike you. anyone knows how much dmg 30 seconds of continuous fire from PAC, IRE or PBE can do?
that's gotta be nasty.
he probably suffered from the 30 second rounds, since he said he kinda ignored the warning, unlike you. anyone knows how much dmg 30 seconds of continuous fire from PAC, IRE or PBE can do?
that's gotta be nasty.