[X3AP] Invincible pirate M3

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Dantrithor
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[X3AP] Invincible pirate M3

Post by Dantrithor » Fri, 10. Feb 12, 02:27

Let's say I have a small problem. There is this invulnerable pirate barracuda M3 with 0/18.000 hull, 1x 25Mw shield left, and a few lasers roaming around the place where I'm building a crystal manufacturing complex (Spires of Elusion). It's blasting away the local defender M5-M3 due to it's invulnerable state, and it has a pilot and all the standard stuff.

It's the first time I see this... so I'm curious. Is there any way of killing the swamp dweller or getting rid of it in any way? (modding/cheating is not an option)

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Post by Allan F » Fri, 10. Feb 12, 02:50

Get some IonD's and burn his lasers off. Without weapons, he won't be much of a threat.
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Post by WeriTis » Fri, 10. Feb 12, 02:58

can't you repair-laser him?
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Post by kurush » Fri, 10. Feb 12, 04:47

Awesome, so those ships show up in AP as well. I want one :twisted: I already conjured 8 repair lasers in case I find one :) On a side note, I am also wondering whether it is possible to detect those ships via a script... Is it some flag getting set by a mistake or just nobody knows ? :)

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Ripskar
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Post by Ripskar » Fri, 10. Feb 12, 18:22

Can you force him to bail?
Do you miss dangerous pirates?
Try leading the target a little more...

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Post by Rhox » Fri, 10. Feb 12, 18:28

Firing at him with a repair laser was reported to get those pilots to bail in TC. However, this is far more dangerous in AP as you can't conjure Repair Lasers with the CLS anymore.
If you get that ship, you'll have an invulnerable personal ship which will never let you down, but once RE'ed (given that there will be a PHQ in AP someday), it will lose that invulnerability.

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Post by Nanook » Fri, 10. Feb 12, 18:31

I had them bail in TC using normal weapons. No need for a repair laser.
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Post by kurush » Fri, 10. Feb 12, 18:35

Nanook wrote:I had them bail in TC using normal weapons. No need for a repair laser.
Don't you need to make some hull damage to make a ship bail? What if the hull is at 0% already? I remember trying for probably 20 min to kick it with CIGs for no avail and then RL did it from almost the first shot.

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Post by Nanook » Fri, 10. Feb 12, 18:45

Sounds like the RNG fooled you. It gets everybody eventually. :lol:

I don't know about the hull damage requirement, once the hull is below 87%. All I know is I got mine to bail using normal weapons. I've never tried using a repair laser. The ones I chased were generally too fast for my pokey 'suit to keep up with, anyway.
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Post by Alan Phipps » Fri, 10. Feb 12, 19:10

Rhox wrote:If you get that ship, you'll have an invulnerable personal ship which will never let you down
Not quite. You will just have a ship that will not die. It can lose all shields then hull and in the process slow almost to a stop and probably lose all wares and extensions when under sustained fire. Not so useful after all.
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Post by Master of the Blade » Fri, 10. Feb 12, 19:12

Hey, it's always nice to have a ship that doesn't get instagibbed when an M8 or M7M decides to take an interest in it... :roll:
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Post by Jumee » Fri, 10. Feb 12, 19:32

Master of the Blade wrote:Hey, it's always nice to have a ship that doesn't get instagibbed when an M8 or M7M decides to take an interest in it... :roll:
LOL use it to piss M7M's off before you board them :D (I had to do the whole pissing of thing in a springy :D still took quite a lot of shield damage from flails)

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Post by Rhox » Fri, 10. Feb 12, 19:38

Alan Phipps wrote:
Rhox wrote:If you get that ship, you'll have an invulnerable personal ship which will never let you down
Not quite. You will just have a ship that will not die. It can lose all shields then hull and in the process slow almost to a stop and probably lose all wares and extensions when under sustained fire. Not so useful after all.
I meant "never lets you down" in the way that as long as you fly it,you will never die. Of course you may lose all wares and will slow down to almost no movement at all, but it will always get you home...

best regards,
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Post by Nanook » Fri, 10. Feb 12, 19:41

Rhox wrote:...Of course you may lose all wares and will slow down to almost no movement at all, but it will always get you home...
Unless you get chased by a corvette firing CIG's. Hard to fly a straight line in a fighter when you're getting hit by those. :lol:
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Post by Rhox » Sat, 11. Feb 12, 09:45

Never piss off a ship with CIGs in a single figter :D

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Post by Dantrithor » Sat, 11. Feb 12, 17:45

D'oh. Well, I honestly only wanted to get rid of it. But I guess it's quite cool to have an invulnerable ship flying around my crystal production complex. It gives the sector a sense of "uniqueness". I will surely not bother capturing it, unless it get's a fixation against my complex (I don't want betty to turn me crazy by the station attack warning every 30 seconds)

But I really feel I must ask this... can this problem, whatever it's caused by, affect capital ships? If I get an invulnerable capital ship anywhere near my assets I'm going to be quite annoyed.

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Post by Ripskar » Sat, 11. Feb 12, 19:01

So you don't feel the need to ram an entire Xenon sector into submission then? :rofl:
Do you miss dangerous pirates?
Try leading the target a little more...

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Post by Alan Phipps » Sat, 11. Feb 12, 19:29

That might be ramming an entire Xenon sector at 10 m/s top speed though once the total hull damage has been taken. Hope you can catch something other than stations!
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Post by Dantrithor » Sat, 11. Feb 12, 19:42

It actually moves at an impressive (considering its state) 40-odd m/s so I may pretty well be able to ram a sector to death with patience. I'm going realistically I'm this playthrough so no exploits!

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Post by deca.death » Sat, 11. Feb 12, 21:49

.

Hit it with repair lasers. Save prior and if fails reload. I had LX and now nova raider in xrm, both undead. Best ship for satellite deployment.

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