How to board big ships? Albion Prelude

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aleks2098
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How to board big ships? Albion Prelude

Post by aleks2098 » Wed, 10. Oct 12, 01:02

I bought Skiron. I found that i can put 20 marines inside. I also found that these maries are green and they will not catch even a duck. So:

a) my skiron docked in Military Base in Black Hole Sun. I set maximum training for all of them.

Will they sit there and be trained until they abilities will increase to maximum? So until it will happen - i can forget about them for some time?

I expect that it will take a lot of time :(

b) what should i do with them then? I know that i need to catch some big ship and lower it's shields to 0. What is the best method? By Ion Disruptors? The shields must be all time at 0??? Its rather hard...

c) how to "catch" big ship? I dont understand - when i will launch marines they should "arrive" to target.... How they will do it? As they wont have impressive speed in space suits... And targets rather not "stay" in one place... How it will be possible for them to "arrive" to target? And if target will move? They will just stay in space???


PS - i just watched this film...


http://www.youtube.com/watch?v=jP1qTMQWVoM


Maybe im wrong - but i have no idea how this fighter "prevailed" so many shots... My Notus Hauler would be destroeyed many times i think...

Anyway - why he didnt use Ion Disruptors? Could they kill marines???

Anyway - i still cant imagine that we can "catch" something except big transport ships and just lower their shields to 0 and stay alive...

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StarSword
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Re: How to board big ships? Albion Prelude

Post by StarSword » Wed, 10. Oct 12, 01:57

aleks2098 wrote:I bought Skiron. I found that i can put 20 marines inside.
Did they change that in AP? 'Cause in TC, Skiron, like other M6, can only hold five marines.
a) my skiron docked in Military Base in Black Hole Sun. I set maximum training for all of them.

Will they sit there and be trained until they abilities will increase to maximum? So until it will happen - i can forget about them for some time?

I expect that it will take a lot of time :(
It'll be a while, yes, and they'll only be trained in their non-fighting skills. To train them in fighting, you have to board ships.
b) what should i do with them then? I know that i need to catch some big ship and lower it's shields to 0. What is the best method? By Ion Disruptors? The shields must be all time at 0??? Its rather hard...
The trick is to keep the shields at 5% or less as long as your marines are outside the hull. The ion disruptor is good for getting the shields down, but keeping them down requires something else since the ion-d jumps between targets and will barbecue your hapless jarheads. A popular way to do it is by using Mark II fighter drones with the "attack shields" order given.
c) how to "catch" big ship? I dont understand - when i will launch marines they should "arrive" to target.... How they will do it? As they wont have impressive speed in space suits... And targets rather not "stay" in one place... How it will be possible for them to "arrive" to target? And if target will move? They will just stay in space???
I'm no good at using an M6 or TP to board ships, for exactly that reason. For spacewalk boarding you kind of have to drop your meatbags directly into oncoming traffic and hope said traffic doesn't swerve. Boarding ships is best done with a missile frigate and boarding pods, which move faster than any boardable ship. It's easier in AP than in TC since the AI point defense won't target the pods any more.

To get a feel for how boarding works (and boost your marines' fighting skills), practice on unarmed civilian ships like (in TC) the Argon Casino in Montalaar. This has the added benefit of netting you a TL you can add to your fleet.
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Progress-M
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Post by Progress-M » Wed, 10. Oct 12, 02:43

There are many ways to board ships, each has it's pros and cons. There are good guides to these on the guides thread - have a read. Things have changed some since TC but I would still read those TC boarding guides and examples to get an idea.

You have an M6 so I would go for single-ship boarding (meaning you do both shield-suppression and launching marines from the same vessel). Suitable first targets to train marines and yourself are TM-class ships and other M6s.

As stated above, marines only gain fighting skill from boarding - taking them through trainings will gain other skills; improve their chances to cut through the ship hull, hacking skill for the ship computer core and skill to damage the ship less whilst fighting their way through the ship. You don't need 100 in everything; a single advanced all skills-session will get them to 2 stars or so, which will be more than enough to get you going.

Ion Disruptors are used because they do good shield damage but very little hull damage and the low-damage hull 'hits' still have a chance to destroy internal systems. Enough IonD-"frying" will basically render the target ship completely weaponless and leaves it with no internal or external defenses. However, the IonD-lightning has a tendency to bounce off to anything airborne nearby, such as missiles or, you guessed it, marines.

Because of this, once you have fried the defenses with IonD's, switch to a weapon that's low damage enough to keep the shields between 1% and 7% or so (marines get fried at 10% shields or so, so you want to keep well under this). PAC, EBC, PBE etc. all work well. Either have a turret constantly ticking low-dmg shots at the target or give a short burst from your forward-firing gun every few secs to do this. Just keep the shields between 0% and 7%ish in whatever way you can.

So:

1) find a TM, scan it - ideally no internal defenses such as sentry lasers, (internal sentry lasers are the equivalent of 1 5-star fighting marine), polarised hull (harder to cut through) or advanced firewall (harder to hack). You can fry these off with IonD's but it takes time, something that you may not have. Pirate Alley is a good place to look for lone TM's; look for high-tech traders, they are often TM-class.

2) line up and attack target - using some fighter drones and wasps is a good way to deal with defense light fighters the TM may launch.

3) bring the target's shields down to 0% and fry any internal defenses, then switch to shield suppression weapon (a single PAC, EBC, PBE) and keep the shields down while maneuvering to launch marines. Being in front of the targets path helps but the marines are not *absolutely* terrible at catching up in AP, I think their speed is 38m/s so if they are roughly in the right place they will latch on.

4) keep the shields down as the marines cut through the hull: use Property-Personnel screen to see if all 8 marines are 'Cutting Hull'. Once the marines shout 'we're in!' or similar, you can stop suppressing the shields.

5) watch the marines fight via property screen - they will fight through 3 floors and then hack the computer core, after which the ship turns green and becomes 'Your <TM>'.

Save after lining up to attack but before you attack, that way you can rinse and repeat if things go wrong.

Common things to go wrong are:
-accidentally destroy or damage the target ship too much (marines will abort boarding if hull % drops too low)
-marines don't reach the target ship/can't cut through hull (if they take too long they abort)
-marines get to ship but die inside or can't manage to hack the core (again, if hacking takes too long they abort)

You can also save right after the marines have cut through the hull and also between fighting floors, as the fighting can go either way - reloading might result in less losses. Not good for gaming immersion but good for learning the ropes.

TL/DR but eh, I'm at work and excited about the subject myself so rambling a bit. Hope this helps.

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Post by StarSword » Wed, 10. Oct 12, 04:12

Progress-M wrote:1) find a TM, scan it - ideally no internal defenses such as sentry lasers, (internal sentry lasers are the equivalent of 1 5-star fighting marine), polarised hull (harder to cut through) or advanced firewall (harder to hack). You can fry these off with IonD's but it takes time, something that you may not have. Pirate Alley is a good place to look for lone TM's; look for high-tech traders, they are often TM-class.
One minor point here. TM's are fairly easy to spot if you look at the icons. TMs have five horizontal lines. Regular freighters only have three.
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Progress-M
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Post by Progress-M » Wed, 10. Oct 12, 04:26

StarSword wrote:One minor point here. TM's are fairly easy to spot if you look at the icons. TMs have five horizontal lines. Regular freighters only have three.
I better clean up my contact lenses - never actually noticed that. Good point!

aleks2098
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Re: How to board big ships? Albion Prelude

Post by aleks2098 » Wed, 10. Oct 12, 11:25

There is some bug probably - i can load unlimited number of marines - but i can train another 8 if i change "unit" i want to buy in Military Base





StarSword wrote:
aleks2098 wrote:I bought Skiron. I found that i can put 20 marines inside.
Did they change that in AP? 'Cause in TC, Skiron, like other M6, can only hold five marines.
a) my skiron docked in Military Base in Black Hole Sun. I set maximum training for all of them.

Will they sit there and be trained until they abilities will increase to maximum? So until it will happen - i can forget about them for some time?

I expect that it will take a lot of time :(
It'll be a while, yes, and they'll only be trained in their non-fighting skills. To train them in fighting, you have to board ships.
b) what should i do with them then? I know that i need to catch some big ship and lower it's shields to 0. What is the best method? By Ion Disruptors? The shields must be all time at 0??? Its rather hard...
The trick is to keep the shields at 5% or less as long as your marines are outside the hull. The ion disruptor is good for getting the shields down, but keeping them down requires something else since the ion-d jumps between targets and will barbecue your hapless jarheads. A popular way to do it is by using Mark II fighter drones with the "attack shields" order given.
c) how to "catch" big ship? I dont understand - when i will launch marines they should "arrive" to target.... How they will do it? As they wont have impressive speed in space suits... And targets rather not "stay" in one place... How it will be possible for them to "arrive" to target? And if target will move? They will just stay in space???
I'm no good at using an M6 or TP to board ships, for exactly that reason. For spacewalk boarding you kind of have to drop your meatbags directly into oncoming traffic and hope said traffic doesn't swerve. Boarding ships is best done with a missile frigate and boarding pods, which move faster than any boardable ship. It's easier in AP than in TC since the AI point defense won't target the pods any more.

To get a feel for how boarding works (and boost your marines' fighting skills), practice on unarmed civilian ships like (in TC) the Argon Casino in Montalaar. This has the added benefit of netting you a TL you can add to your fleet.

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Post by Alan Phipps » Wed, 10. Oct 12, 11:39

@ aleks2098: Sounds like a modification effect (whether intended or otherwise) more than a vanilla bug.
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Re: How to board big ships? Albion Prelude

Post by Nanook » Wed, 10. Oct 12, 18:26

aleks2098 wrote:There is some bug probably - i can load unlimited number of marines - but i can train another 8 if i change "unit" i want to buy in Military Base...
Are these marines actually onboard the Skiron, or have you set them to training? When you train a marine, it leaves the ship and enters the station you're training them at. And yes, you can train an unlimited number of marines on one station.
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Post by Burnview » Wed, 10. Oct 12, 20:30

Check these two video's out:

http://www.youtube.com/watch?v=EJogfBTT ... 5802365FF1

http://www.youtube.com/watch?v=xq7TmqWf ... 5802365FF1

Fighting is the only skill marines cannot train at a Training Dock. They only level that skill up through actual battle (that is if they survive).

If you have M2's or M6's set them to attack the shields. As soon as your marines board- the targeted ship will take hull damage as well as each level the marines fight on. Do lower the damage that your marines do to the enemies hull, make sure their Engineer skill is high-maxed.

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Post by Aragosnat » Wed, 10. Oct 12, 22:30

Also look for Pirate M6's (there are 2 pirate versions) and TM's as they should be even easier to board then CW TM's and M6's; need less training. As for some reason the devs believe pirates don't know how to defend. Yet they are the most blood thirsty group around. :roll:
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