TC: First Capital Ship Weapon Question

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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AA0154
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TC: First Capital Ship Weapon Question

Post by AA0154 » Thu, 27. Jun 13, 02:21

Buying my first big ship later. I am getting the Boreas and putting PPCs is all the available spots. I know nothing about the big ship weapons, so what should I put in the top and bottom turrets?

Thank you!

AA0154
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Post by AA0154 » Thu, 27. Jun 13, 03:42

Nevermind... I went with FFAs.... Now to WRECK HAVOC!

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bizbag
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Post by bizbag » Thu, 27. Jun 13, 04:59

Did you mean CFA or FAA? Either's fine.

Also, since we're here, the word you are looking for is "wreak", the past tense of which is "wrought" as in "What hath science wrought."

The More You Know, after all.

thatguyfromvienna
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Post by thatguyfromvienna » Thu, 27. Jun 13, 13:12

Consider ICs too since they do a lot more shield damage.

pjknibbs
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Post by pjknibbs » Thu, 27. Jun 13, 13:23

thatguyfromvienna wrote:Consider ICs too since they do a lot more shield damage.
They do more shield damage, but not a *lot* more, and they do considerably less hull damage, which is a problem when you're fighting capital ships!

Hemmingfish
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Post by Hemmingfish » Thu, 27. Jun 13, 13:55

I find the tradeoff is worth it, the sooner you can damage their hull the sooner you slow them down and start damaging their systems. My Ray has two ion cannons and six PPCs in each of its heavy turrets and I'm very happy with the arrangement.

I'm also partial to gauss cannons, but those are severely limited OOS due to the ammo bug.

thatguyfromvienna
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Post by thatguyfromvienna » Thu, 27. Jun 13, 14:45

Another beautiful thing about the Boreas is that it can mount IBLs in all mount points where PPCs don't fit.
That means anti-capital weapons in all slots.

Don't try this stunt when there are fighters around though...

ajax34i
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Post by ajax34i » Thu, 27. Jun 13, 15:02

Capital ships die pretty fast in X3TC, due to the power of the big weapons and the very small amount of hull armor that the ships have.

An M2 is also very hard to maneuver; with RPM's approaching 1 per minute, means it will take 30 seconds to turn it around to do another pass.

So think in terms of killing everything in one pass, because you won't be able to turn around for another one.

For M7's, this is accomplished by picking an M7 that can install a full set of frontal IBL guns, and as many on the side as possible. You fly the ship in and let loose with a few blasts of fully charged IBLs and even M2's will probably die before you run out of juice.

For M2's, the turrets will autoaim the weapons and won't supercharge them, so you just line up to pass on the left or underside of the target, with the idea to deliver a full shot from your forward turrets (to strip shields down) and continue with a full broadside. If your M2 can install big weapons in the rear turret, that will finish off the tougher enemies as you drift away. So, some people install Ion Cannons in the front (take the shields out faster) and PPC or Gauss on the sides, others just go with all PPC because they're a sufficiently effective weapon.

FAA on the top and bottom are fine against a few fighters, but you will need additional FAA or anti-fighter escorts if you're fighting the large numbers of M3's that a carrier can spew out. Or switch your PPCs to more FAA or to fast-tracking anti-fighter weapons like PRGs / PAC / HEPT.

AA0154
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Post by AA0154 » Thu, 27. Jun 13, 15:27

Thank you everyone!

ajax34i
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Post by ajax34i » Thu, 27. Jun 13, 15:54

Forgot to mention:

If you're not in the sector, combat is simplified to a turn-based calculation of all weapons on a ship hitting the defenses of the other ship. So for sector patrol or remote control jobs, you want the ship with the best shields and biggest weapons.

As an example, the Agamemnon M7 is mediocre if you fly it; it has blind spots and the weapon placements aren't that great, but with 6 GJ of shielding and 3 turrets x 4 IBL each, it will beat pretty much any other M7 at the out-of-sector math.

Xenon Q, also, is a relatively easy ship to kill if you fly an M7 against it; it has a big fat nose that makes it easy-peasy to aim IBL salvoes at. However, out-of-sector, it usually wins the initiative roll because it's a roaming attacker, and so the 8 IBL it can put in its forward guns will wipe out any of your ships in one shot, you don't even have a chance to react to a warning of aggression or anything.

So, bottom line, you need to set up a number of capital ships for yourself to fly (ideally, agile, fast, and with big weapons that can be aimed as you do fly-by passes), and set up different ships for remote sector patrol or intervention jobs (super-shielded, as many big weapons as possible in all the turrets, don't worry about reactor juice or fighter protection).

Infekted
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Post by Infekted » Thu, 27. Jun 13, 15:59

PPCs up front have a major benefit over all other weapons. Range. If you put your M2 into reverse and start firing at oncoming enemies manually, you can get hits at rediculous ranges. You can kill a K before it even starts firing back.

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