First M7 in AP

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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BlueSwede
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First M7 in AP

Post by BlueSwede » Tue, 10. Jul 12, 23:00

It's soon time to buy my first M7 in Albion Prelude and after looking at some other M7 topics it seems like the new Geiffon Sentinel is a good choice.

I's hangar bay is quite good, it's also fast and have plenty of power for both the shields and the guns.

I was thinking of putting 4 CIG in the main slots and FAA in the turrets.
I'm not sure about what to put in the front turrets, though, should I also use CIG in them too, or something else?
Also I read in the other M7 topics that many recommended using CFA in turrets, are they really that much better?
I never used them in TC because I read that there was I higher risk for friendly fire with CFA.

Any thoughts about other M7 instead? 2 of my favourite M7 from TC were the Panter and the Tiger, and of course, I'm still thinking about them too ...

Master of the Blade
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Post by Master of the Blade » Wed, 11. Jul 12, 01:09

Griffon is a wonderful little ship, the light armament means it takes ages to kill large battleships, but the Griffon can dodge any anticapital shots aimed at it. CFA and FAA are much the same, with very similar numbers and effects. I prefer the CFA just because it looks cooler than the FAA - the difference is so small you can make that choice. The CFA's AoE doesn't actually do anything, mostly because it has an absolutely tiny chance of actually hitting anything with those cluster bombs. (IIRC Gazz worked it out to be like 0.03% chance of a hit under ideal conditions.) I like using CIG in main with CFA in the front turret, with four more CIGs in the cargo bay to give extra anticapital punch.
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Raize
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Post by Raize » Wed, 11. Jul 12, 01:25

If you have IBL's, Tiger.

If not, Deimos with PSG.
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Echofinder
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Post by Echofinder » Wed, 11. Jul 12, 01:35

Aye, the Griffon Sentinel is one of the best Multirole ships out there. Good for learning carrier tactics and not bad in a stand-off battle with other capitals - though taking M2s with it isn't advisable without some heavier backup.

Perhaps later you could switch to a more specialized ship such as a Panther for its large fighter bay. Or a Shrike, for sustained firepower.

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werewolves?
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Post by werewolves? » Wed, 11. Jul 12, 01:55

I've found that the griffon with Ion Flak is the best thing ever for getting bails, then you have the hanger to pick them up, I'm slowly filling a Raptor up with L's - still seems pretty hard to get an LX.

In my game my Griffon is my dedicated special forces ship, even though I can't use them I have it stocked with marines/disintegrator rifles and have a scout from each race for covert ops - cheesy but fun is where you find it.

BlueSwede
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Post by BlueSwede » Wed, 11. Jul 12, 13:05

Thanks for your advice. I decided to buy the Griffon Sentinel and mount it with 8 CFA, 2 FFA and 4 CIG.
I really have no plans on going up against capital ships anytime soon, if I do I'll add another 4 CIG to the front turrets.

I'll mainly use it to complete all of the plots, if needed.

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Kirlack
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Post by Kirlack » Wed, 11. Jul 12, 13:16

I've not played AP yet, but my Griffon in TC was always armed with 4 CIG in the main bank, 4 IPG in the front turret and FAA everywhere else. There wasn't much she couldn't handle :twisted:

ajax34i
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Post by ajax34i » Wed, 11. Jul 12, 14:21

CIG, IPG, and ISR are M6 weapons, so yeah the Griffon is very good against smaller ships and/or fighter swarms. However, to kill bigger ships (M7, M2), you need big guns (IBL, Gauss Cannon) and/or big missiles (Firestorm Torpedo, lots of Hornets). I think the Griffon can shoot these missiles, but you have to be careful to wrap your big missile in smaller ones (wasps maybe?) so that the enemy missile defense systems don't take out your big expensive Firestorms.

If you have a full wing of fighters in the bay, you can also launch them to keep the enemy ship busy while you shoot the missiles, but you may suffer losses.

On the other hand, the Tiger, Shrike, Deimos are huge ships (as big as some of the M2's, much bigger than your Griffon), but they can field IBL's, Gauss Cannons, or PSGs which pack enough punch to take out M7's and M2's.

I'm later in the game, and I've gotten myself a Tiger with 2 Griffons as support / AA (they just so happen to have the same speed, makes the formation stay together), with 2 wings of Nova.R's as interceptors or additional M3 defense. Pretty sweet. Expensive, but sweet, heh.

EDIT: Capital ships have increased hull numbers across the board in AP, and travel with escorts, so you can't expect to fly a solo Tiger and be able to insta-pop everything in sight anymore. Escorts are pretty much needed, these days.

You need to defend against capital ship weapons (PPC, IBL, etc) - can kinda be done via strafing - but you also need to defend against missile spam and fighter swarms, so you need lots of Mosquitoes and lots of turrets that can take out missiles and fighters, as well as interceptors to take out M8's or M7M's fast. Plus missiles of your own, to either do damage or confuse missile defenses.

It's complicated.

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Post by Shaevar » Wed, 11. Jul 12, 17:52

Kirlack wrote:I've not played AP yet, but my Griffon in TC was always armed with 4 CIG in the main bank, 4 IPG in the front turret and FAA everywhere else. There wasn't much she couldn't handle :twisted:
This was my configuration as well. Makes it an excellent anti-fighter platform and the IPG in the front turret helped make short work of the shields of the big daddy I was targeting.

Only downside now is thait in AP, hull value have increased dastically, so I would put another 4 CIG in those front turrets.

Of course, if you are running MARS, you can have the best of both worlds...

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Post by brucewarren » Wed, 11. Jul 12, 18:04

I'm still flying a panther, even in AP. The hangar bays been cut down to 20, but I've
REd the Aamon proto and built a small wing of them to carry.

I thought it would be tough to get the IBLs but last time I boarded a
yaki ship it had a hold full. I don't know if I was just lucky or whether it's been changed.

In theory there should be some pandora tunings somewhere, but I've
not found them yet.

Coreblimey
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Post by Coreblimey » Wed, 11. Jul 12, 18:18

brucewarren wrote:In theory there should be some pandora tunings somewhere, but I've not found them yet.
No it's not just theory, it's an actuality.
There is a script that finds them for you and allows you to go back to your unmodified game. The script is by EmperorJon and is called 'ej.findwares.zip'. A quick look in the S&M forum or a quick search should bring it up for you. It not only tells you where these tuning are in your game but also the locations of the abandoned ships. As these locations are different in every game, it's unfortunate that a list cannot be made. :)
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