X3AP: Xenon L
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X3AP: Xenon L
Hey Folks
Wondering if there is any easy way to cap the Xenon N on the AP plot, would love to try the 3.0 plot but so far im up to L kill 260 and not a single ejection.
Im beyond looking for legitimate methods is there any way i can cheat hack or exploit myself a Xenon L without getting the Modified tag, This mission is beyond frustrating and is terrible game design.
Wondering if there is any easy way to cap the Xenon N on the AP plot, would love to try the 3.0 plot but so far im up to L kill 260 and not a single ejection.
Im beyond looking for legitimate methods is there any way i can cheat hack or exploit myself a Xenon L without getting the Modified tag, This mission is beyond frustrating and is terrible game design.
- Captain Chris sTc
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ive been using my khaak corvette that i found with 9 beta kyons in the front and 2 turrets with 2 beta 1 alpha
instazap it to half hull then zap it slowly with 4 betas (about 5% hull per click) until it dies. This method of capping if used on pirates and its worked fine. Id love to try just capping an M1 but i dont have the fleet to do so yet.
instazap it to half hull then zap it slowly with 4 betas (about 5% hull per click) until it dies. This method of capping if used on pirates and its worked fine. Id love to try just capping an M1 but i dont have the fleet to do so yet.
Last edited by 999jefro on Sun, 19. May 13, 00:50, edited 1 time in total.
My advice would be to get a fighter with some PBE's and keep hunting. They drain the shields quickly without wrecking the hull and the high rate of fire seams to increase the probability of a bailout (or whatever xenons do.) The best results I've had are when I just go out to kill as many xenon as I can. Don't flirt around with it, just point everything you have at it and fire.
A big ship with flaks or SSC works well too, since you'll drop their shields super fast and scare the bejesus out of them. Problem is you'll kill half your grey ships.
A big ship with flaks or SSC works well too, since you'll drop their shields super fast and scare the bejesus out of them. Problem is you'll kill half your grey ships.
- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
Re: X3AP: Xenon L
Wow, that is really hard to accomplish, although you are not the first to report something like that.999jefro wrote:so far im up to L kill 260 and not a single ejection.
Bails happen, on average, about once out of 14 ships or so. Your technique makes some difference -- shoot in bursts with pauses of a few seconds to allow the pilot to bail. While not strictly necessary, shooting in bursts will increase the chance of a bail. As suggested above, a light weapon allows you to try more times before the ship dies.
Flying a larger ship helps to intimidate enemy pilots. If you have an M7 or larger, then you can hunt in Xenon sectors with flak cannons. They will often cause a bail just by accident.
If you are flying a smaller ship, such as M3 or M6, then a couple of players have reported better luck hunting *outside* of Xenon sectors.
- (Apparently the Xenon are more confident inside their own sectors.)
Good luck and Kaplah!
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Thanks for the advice guys, I have a couple of M3+'s lying around ill try one of those kitted out with PBE's and kite some Ls off of a capital then burst there shield down, will also try the defend missions though (although i have already been doing them).
Failing that ill just do up my industry and get it with capital flak like in my last playthrough, le sigh this campaign mission is so frustrating.
Also my mistake it was 160 not 260 I had a brainfart, atleast ill have this to remember.
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Failing that ill just do up my industry and get it with capital flak like in my last playthrough, le sigh this campaign mission is so frustrating.
Also my mistake it was 160 not 260 I had a brainfart, atleast ill have this to remember.
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Another advantage to just dragging a large (m7/m2) ship thru a xenon sector and letting caps happen from the turrets is that most of those large ships will also have a docking slot to put your new toy into, as well.
It's just easier than playing with a repair laser in hostile territory, or waiting for the crippled thing to gimp along to safety.
It's just easier than playing with a repair laser in hostile territory, or waiting for the crippled thing to gimp along to safety.
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Why would you use the repair laser in a Xenon sector, if you're in a ship with a jumpdrive & some spare eCells you can just jump it to another sector.
Admittedly this will tend to cost the fighter you went hunting in, unless you use the Jumprdrive-Transporter exploit, but for an L, I would (hell, I just relearned it in my AP game so I could get the Kha'ak Corvette out of US[17,9]).
Admittedly this will tend to cost the fighter you went hunting in, unless you use the Jumprdrive-Transporter exploit, but for an L, I would (hell, I just relearned it in my AP game so I could get the Kha'ak Corvette out of US[17,9]).
I got one yesterday, whilst still maintaining my Harmless 0% fight rank - here's how.
I spotted a Xenon patrol in Grand Exchange - a P leading 7 L, 7 M and a couple of LX. Luckily they were heading towards some Argon military, otherwise I guess I could have jumped in an M2 of my own to distract them.
Installed just 4 PACs in the front of my Hyperion Vanguard, all turrets set to missiles only. Went for the closest L, attacked it until the hull was down to about 5%, no bail. Didn't finish it off, moved onto the next one - keep attacking them fairly slowly so you don't finish them off. After a while all 7 of them were down to 5% hull or less, none bailed. Reload, repeat. It took 6 attempts at attacking these same 7 L before I got one to bail.
Then I claimed it and another nearby Xenon promptly killed it, doh! Lucky I made a save after it bailed. Reload, I left it unclaimed and led the rest of the Xenon to their deaths at the hands of the nearby military before going back to claim it.
I spotted a Xenon patrol in Grand Exchange - a P leading 7 L, 7 M and a couple of LX. Luckily they were heading towards some Argon military, otherwise I guess I could have jumped in an M2 of my own to distract them.
Installed just 4 PACs in the front of my Hyperion Vanguard, all turrets set to missiles only. Went for the closest L, attacked it until the hull was down to about 5%, no bail. Didn't finish it off, moved onto the next one - keep attacking them fairly slowly so you don't finish them off. After a while all 7 of them were down to 5% hull or less, none bailed. Reload, repeat. It took 6 attempts at attacking these same 7 L before I got one to bail.
Then I claimed it and another nearby Xenon promptly killed it, doh! Lucky I made a save after it bailed. Reload, I left it unclaimed and led the rest of the Xenon to their deaths at the hands of the nearby military before going back to claim it.
Because you're left without a jump drive. I'm not saying it's the only way to do it, just that it's easier to have a ship to dock your new toys in if you go out capping.Solomon Short wrote:Why would you use the repair laser in a Xenon sector, if you're in a ship with a jumpdrive & some spare eCells you can just jump it to another sector.
I tend to push towards having a 'base ship' m7 or m2 as soon as possible anyway, tho - so it's not as if I'm outfitting a Kyoto to just get an L, or something.
- Earth Ultimatum IV.
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It´s very very easy, just do some combat missions where Xenons are involved. Make sure that your weapons are divided into groups, switch to weak group after destroying shields of that L. Use any M3 for this. Myself, the very first L which I found bailed. I kept it for myself and later used for that story mission.
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Well as I sort of implied, the L is more valuable than most fighters you could cap one with, so I was assuming you'd transfer everything to the L, Jump out, then do the repairs whilst another ship comes to provide you with faster transport, ditching the ship you did the capping from.tuskenus wrote:Because you're left without a jump drive. I'm not saying it's the only way to do it, just that it's easier to have a ship to dock your new toys in if you go out capping.Solomon Short wrote:Why would you use the repair laser in a Xenon sector, if you're in a ship with a jumpdrive & some spare eCells you can just jump it to another sector.
I tend to push towards having a 'base ship' m7 or m2 as soon as possible anyway, tho - so it's not as if I'm outfitting a Kyoto to just get an L, or something.
Edit: it should be noted, that in TC I generally preferred to go after Ls (& pretty much any other fighter that didn't have PBGs) with a 4 IRE-armed discoverer hauler.
Obviously I've never really been into DiD.
Lots of lighter guns seem to work best for me -- PACs, PRGs and PBE. I suspect those beta Kyons are a bit heavy for efficient capping.
Since it's easier to use those with fighters, you might consider hanging around the borders of xenon sectors, e.g. Eighteen Billion or Black Hole Sun, looking specifically for Xenon Patrol or Xenon Defence missions. Those will likely throw enemies at you in more manageable numbers than ploughing headlong into xenon territory.
Since it's easier to use those with fighters, you might consider hanging around the borders of xenon sectors, e.g. Eighteen Billion or Black Hole Sun, looking specifically for Xenon Patrol or Xenon Defence missions. Those will likely throw enemies at you in more manageable numbers than ploughing headlong into xenon territory.
~ Experienced X3 veteran. Dangerously incompetent X4 novice. ~
- Killjaeden
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Because each hit has a chance triggering the bailing -> the more hits the more often you have a chance. And the less damage-> the more chances.
For capping in vanilla i always used heavy guns (HEPT or so) to quickly burn shields down, and then switch to something lighter and nibble at the hull until 60%, after that i kill them and move on. If they havent bailed on 60% chances are high that they wont ever bail.
For capping in vanilla i always used heavy guns (HEPT or so) to quickly burn shields down, and then switch to something lighter and nibble at the hull until 60%, after that i kill them and move on. If they havent bailed on 60% chances are high that they wont ever bail.
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Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:
X-Tended TC Mod Team Veteran.
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- DrBullwinkle
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I wonder if PBG's register as multiple hits due to their area effect?
- (If so, then it could be a great idea that I have never seen suggested before.)
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
That and the fact that when they hit is during like a second or 1.5 sec...maybe that also counts as multiple hits...then multiply that by 8 PBG and that's a very effective way to bail L'sDrBullwinkle wrote:I wonder if PBG's register as multiple hits due to their area effect?
- (If so, then it could be a great idea that I have never seen suggested before.)