X3TC Hyperion Armament for Capping?

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DeathXI
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X3TC Hyperion Armament for Capping?

Post by DeathXI » Thu, 8. Mar 12, 15:20

So the whole point of this is for capping ships, and that's it. I've got the Boarding Transporter from the improved boarding mod, plus the turbo booster.

I really like having twin pulsed beam emitters to hold shields down without damaging the hull pretty easily.

The question is, what do I put in the other 6 slots - and in the turrets.

Do I go with HEPTs in the main slots, and IREs for Missile Defense? Or do I go CIGs? Or what. Opinions people?

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Kirlack
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Post by Kirlack » Thu, 8. Mar 12, 15:23

For capping with the Boarding Transporter Extension installed I heartily reccomend a full 8x PBE in the main bank. Then just IRE/PAC in the turrets set to missiles only and you should be able to steal M6/TM with utter impunity.

Personally, I prefer an HCP for the job you're describing, if only because it can mount Ion Disruptors for burning out annoying security measures on the target, sentry lasers etc.

EDIT: Also, if you have the Griffon, it make a great boarding craft using that script. Just fit it with Ions everywhere and go steal some M2s! :D

DeathXI
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Post by DeathXI » Thu, 8. Mar 12, 16:42

The hcp is just to slow for.my tastes. If I could find an overturning mod that's still available than maybe. I guess I could use the marauders overturned but I was saving it for a m7 or an m2

Triaxx2
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Post by Triaxx2 » Thu, 8. Mar 12, 17:13

154 is too slow? Wow.

For capping I like 4xPBE, 2x PBG (For dealing with escorts), and 2x EBC if you find you've got to abort the operation, they'll finish it off quickly.

I just jam the turrets full of PAC's and set them to missile only. Keeps me safe and the enemy defenseless.
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DeathXI
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Post by DeathXI » Thu, 8. Mar 12, 17:21

154? I thought it only went like 112 in my game. Odd. I need to look into this tomorrow or this weekend when I have time.

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Kirlack
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Post by Kirlack » Thu, 8. Mar 12, 18:15

The standard Heavy Centaur only goes 115, but the Heavy Centaur Prototype (HCP) does 154.

Since you're modified already, I'd reccomend Lucikes Military Transport and Personnel Transporter scripts, so you can hire Helmsman, Navigator and Machinist for your ships, making them faster and more agile. With crew members aboard my HCP goes as fast as a vanilla Hyperion! :D

DeathXI
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Post by DeathXI » Fri, 9. Mar 12, 01:02

Well apparently so. I swore I had just stolen 2 HCP earlier in the day before posting here, but I stole normal HCs. So I went off and stole an HCP. Was much harder to steal.

Not sure if I'll use it, but it's still nice to have the option. The cargo bay is quite limited, but then what m6 cargo bay isn't limited compared to the Hyperion

Maybe what I'll end up doing is just using the Hyperion for normal stealing, and when I come across one with ISL's i'll switch to the HCP for the IDs.

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Post by Triaxx2 » Fri, 9. Mar 12, 05:34

I HATE trying to steal HCP's. Even with boarding pods, they're horribly agile for a Corvette and mean beyond belief. I jacked one in the HUB, and I've never had a ship that gave me as tough a ride as that one. Took more than an hour to finally burn out the last of it's guns.

I was flying a Hydra, being my only IonD compatible Vette I was willing to risk. (Pirate Centaur would not have survived I don't think.)

And I must admit, I rather despise the standard HC. It's horribly slow, very underarmed and possibly slightly less maneuverable than a destroyer.

Sells nice though.
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garv222
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Post by garv222 » Fri, 9. Mar 12, 05:51

Triaxx2 wrote:I HATE trying to steal HCP's. Even with boarding pods, they're horribly agile for a Corvette and mean beyond belief. I jacked one in the HUB, and I've never had a ship that gave me as tough a ride as that one. Took more than an hour to finally burn out the last of it's guns.

I was flying a Hydra, being my only IonD compatible Vette I was willing to risk. (Pirate Centaur would not have survived I don't think.)

And I must admit, I rather despise the standard HC. It's horribly slow, very underarmed and possibly slightly less maneuverable than a destroyer.

Sells nice though.
...but....but it's so pretty :( . HCP was my first ever boarding attempt and it gave me so much stress I didn't go near boarding until I had a M7M with about 100 million invested into marines and ammo fabs. That's not really the HCP's fault but rather the game engine, but the HCP is one mean ship for a newbie at boarding. I can see a lot of salvage insurance being used if one tried to board from a slower m6.
Duke's Buccaneers... I hate you so much... I am sooo demolishing your HQ when our business is finished....

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Kirlack
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Post by Kirlack » Fri, 9. Mar 12, 06:27

I capped my first one using an Eclipse and a Toucan Hauler...but wearing it down for the boarding attempt was...taxing. Took me well over an hour to fry all the weapons, after that it just stopped dead in space and waited for my boys to break out the plasma cutters. :pirat: I probably used at least 5-10 Salvage Insurance to get it that point, then another on every deck...

Worth it though :D

I find the HCP to be the best ship for M6/TM boarding attempts, and they're my personal favourite M6 to fly. Standard Heavy Centaur is ok in a pinch, but once you get used to the HCP an HC is poor.

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Post by Triaxx2 » Fri, 9. Mar 12, 13:44

Don't get me wrong, I love FLYING the HCP. It's hilariously agile, and very well shielded.

Those are the same reasons it's so bloody hard to capture. However, as agile as it is, the Hydra is just agile enough to hang off it's port, or starboard side and fry it. So can an Eclipse, but, the Hydra has three times the shield and can shrug off most of what the HCP can throw at it.
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Kirlack
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Post by Kirlack » Fri, 9. Mar 12, 14:09

In hindsight, a Hydra would have probably been a much better choice, but I was playing a pirate themed game with a 'No bought ships' rule at the time, and all I had available that was even close to being capable was the Eclipse. Believe me when I say, post operation I had a banging headache. All that spinning to avoid CIG fire was....painful. I think I felt the room spinning for about 20 minutes afterwards!

Note to self, TC can be bad for your health :p

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Post by Eternall_00 » Fri, 9. Mar 12, 23:26

Fighter drones are my preffered capping weapon on the hyp. Keeps the turrets busy, drains mosquitoes, and can be set to attack shields only to minimise hull damage. Use cigs to do the bulk of the shield damage and then let the drones fly.

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