X3:AP Dealing with M7Ms
Moderator: Moderators for English X Forum
X3:AP Dealing with M7Ms
Hey there,
I've noticed with enemy M7Ms (Argon in my case), that they seem to be impossible to counter. If I send a smallish ship, ie. My Springblossom, they Flail Barage me, unless I Jump away. If I send a bigger ship, ie. My Aegir, they Hammerhead Barrage me.
I cannot get within comms range of a hostile M7M, let alone Boarding range, without being shredded...
So, how does one deal with the obscene amount of missiles that they put out?
I've noticed with enemy M7Ms (Argon in my case), that they seem to be impossible to counter. If I send a smallish ship, ie. My Springblossom, they Flail Barage me, unless I Jump away. If I send a bigger ship, ie. My Aegir, they Hammerhead Barrage me.
I cannot get within comms range of a hostile M7M, let alone Boarding range, without being shredded...
So, how does one deal with the obscene amount of missiles that they put out?
I don't know; haven't had a chance to test whether an M7M full of mosquitoes will actually missile barrage them in response to being attacked by a barrage. Technically the ship can barrage any missiles it can shoot, and it can shoot mosquitoes, so... But I haven't tested.
Other options that may work:
- Deimos with PSG's in all turrets, and all turrets set for missile defense.
- A large-ish wing of M3's with Missile Defense Mosquito - Convoy, although I haven't tested whether they all target the first missile or target intelligently.
- Don't get into comms range = M7M missiles have range of 75 km, and a bunch of others like Firestorms, Typhoons, and Wraiths are also 50+ km, so shoot first and shoot from far away before it notices you.
Are you trying to apologize for weapons fire and make it blue?
- Let it start shooting and jump to a far gate out of range of the missiles. And or jump in and out of sector. Until it runs out of missiles. Then approach to convo. Do this instead of the 3 options above if you're trying to apologize, because any aggression from you will make it not accept the apology, so you can't shoot its missiles that are coming at you, or shoot the ship itself.
Other options that may work:
- Deimos with PSG's in all turrets, and all turrets set for missile defense.
- A large-ish wing of M3's with Missile Defense Mosquito - Convoy, although I haven't tested whether they all target the first missile or target intelligently.
- Don't get into comms range = M7M missiles have range of 75 km, and a bunch of others like Firestorms, Typhoons, and Wraiths are also 50+ km, so shoot first and shoot from far away before it notices you.
Are you trying to apologize for weapons fire and make it blue?
- Let it start shooting and jump to a far gate out of range of the missiles. And or jump in and out of sector. Until it runs out of missiles. Then approach to convo. Do this instead of the 3 options above if you're trying to apologize, because any aggression from you will make it not accept the apology, so you can't shoot its missiles that are coming at you, or shoot the ship itself.
-
- Posts: 319
- Joined: Mon, 27. May 13, 07:00
Ion Disruptors provide excellent defense against missiles. I've never tried it, but I've also read that if you combine CFA's and Ion D's - they call it 'ionized flak' - you're basically invulnerable to missiles.
Anyway, maybe a Heavy Centaur Prototype would be a good place to start.
Anyway, maybe a Heavy Centaur Prototype would be a good place to start.
The Pirates government wishes to thank you for your outstanding efforts against crime.
Core i5-2500k @ 4.5 . Radeon 6950 2GB . 8GB DDR3-1600 . 52" HDTV
Core i5-2500k @ 4.5 . Radeon 6950 2GB . 8GB DDR3-1600 . 52" HDTV
I'm not entirely sure ID's really work in AP since missiles have hull values now. Maybe I'm wrong.
If you set the turrets for one of your own M7M's to missile defense, and order it to protect you it WILL barrage mosquitoes in response (and it will shoot them intelligently). This is completely ineffectual against flails, but works pretty well against hammers. Fortunately AI M7M's don't pack enough flails to pose a serious threat to capital ships, so if you're in a M7 or greater and have a M7M to back you up (a Sirokos is good enough) you should be fine.
At least it's worked for me before anyway, but I've only faced down hostile M7M's a few times.
If you set the turrets for one of your own M7M's to missile defense, and order it to protect you it WILL barrage mosquitoes in response (and it will shoot them intelligently). This is completely ineffectual against flails, but works pretty well against hammers. Fortunately AI M7M's don't pack enough flails to pose a serious threat to capital ships, so if you're in a M7 or greater and have a M7M to back you up (a Sirokos is good enough) you should be fine.
At least it's worked for me before anyway, but I've only faced down hostile M7M's a few times.
Thank you all for the well written responses. However, I left out a crucial detail: I don't have a M7M of my own, I'm trying to figure out how I can get close enough to them in a M6 or M7 or something like that to either Destroy or board one. At the moment, any time I try go help the Terran War effort, I am faced with Minotaurs, and am Completely powerless to do anything other than flee...
As a side note, I never realized M7Ms missile turrets can do missile defence, that is very cool. Now I have at least twice as much reason to add Mosquitoes to my production line
As a side note, I never realized M7Ms missile turrets can do missile defence, that is very cool. Now I have at least twice as much reason to add Mosquitoes to my production line
-
- Posts: 230
- Joined: Sun, 30. May 10, 04:28
Since you are using terran ships use poltergeist missiles since they are swarm and reacquire..
They are slower than flails and hammers, but if they are flying towards you it's not too bad.
However, if you use them with homing missiles like mosquitos, silkworms, hornets, and especially tempests, your ion disruptors can chain out to the farthest missile in a row as long as there is a target in range of the longest range weapon in your ionized turret.
Cluster flaks don't have the greatest range, but they fire projectiles that chain ion disruptors so they are used.
However, since I use missiles to chain ion disruptors and the ion disruptors will only chain as long as the turret with the ion disruptors are firing, I use longer range weapons like cigs or capital weapons to chain ion disruptors to my missiles.
In 3xap the cerberus can chain ion disruptors up to 6km away as long as you have a chain of missiles to the target with plasma beam cannons and ion disruptors in the turrets.
Better still you can just put ion disruptors in your main guns and fire them yourself and the range is how far you can chain your missiles.
Tornados missiles naturally make a long line of projectiles that ion disruptors can chain off of. It makes for a nice line that zaps anything in range of the ion disruptor arc, or adds a little spice to whatever you are shooting at.
Another thing is that a drone will chain ion disruptors as well, and since they have no shields, the ion disruptors don't hurt them much. I often will fire ion disruptors into a cloud of drones circling a fighter swarm and it will vaporize the shields of everything in the cloud.
They are slower than flails and hammers, but if they are flying towards you it's not too bad.
I use ion flaks on a cerberus, they are great for swarm missile defense. Against enemy ships alone they aren't so great.darth_adversor wrote:Ion Disruptors provide excellent defense against missiles. I've never tried it, but I've also read that if you combine CFA's and Ion D's - they call it 'ionized flak' - you're basically invulnerable to missiles.
However, if you use them with homing missiles like mosquitos, silkworms, hornets, and especially tempests, your ion disruptors can chain out to the farthest missile in a row as long as there is a target in range of the longest range weapon in your ionized turret.
Cluster flaks don't have the greatest range, but they fire projectiles that chain ion disruptors so they are used.
However, since I use missiles to chain ion disruptors and the ion disruptors will only chain as long as the turret with the ion disruptors are firing, I use longer range weapons like cigs or capital weapons to chain ion disruptors to my missiles.
In 3xap the cerberus can chain ion disruptors up to 6km away as long as you have a chain of missiles to the target with plasma beam cannons and ion disruptors in the turrets.
Better still you can just put ion disruptors in your main guns and fire them yourself and the range is how far you can chain your missiles.
Tornados missiles naturally make a long line of projectiles that ion disruptors can chain off of. It makes for a nice line that zaps anything in range of the ion disruptor arc, or adds a little spice to whatever you are shooting at.
Another thing is that a drone will chain ion disruptors as well, and since they have no shields, the ion disruptors don't hurt them much. I often will fire ion disruptors into a cloud of drones circling a fighter swarm and it will vaporize the shields of everything in the cloud.
I'll see you on the other side!
-
- Posts: 7826
- Joined: Sat, 14. Feb 04, 23:07
Know from personal experience that the new Pteranodon is essentially immune to missiles - it's PALC turrets destroy then as soon as the missiles come into range & can easily keep up with the launch rate of a barraging M7M. I use this ship specifically for hunting RRF forces every time I need a new jump beacon.
PALCs can also be used in the side turrets of Split M7s & there's also the PBC, another beam weapon useable by Argon M7s & Pirate Carrack, which should in theory be just as good as an anti-missile weapon. However since I don't tend to fly M7s all that often it's not a setup I've tried personally yet - needs testing to see if 2 beam weapons in each side turret (4 in the case of the Carrack) is sufficient to keep up with the launch rate of an M7M.
PALCs can also be used in the side turrets of Split M7s & there's also the PBC, another beam weapon useable by Argon M7s & Pirate Carrack, which should in theory be just as good as an anti-missile weapon. However since I don't tend to fly M7s all that often it's not a setup I've tried personally yet - needs testing to see if 2 beam weapons in each side turret (4 in the case of the Carrack) is sufficient to keep up with the launch rate of an M7M.
How does one actually go about getting those Weapons? Just looked up Roguey's, and they apparently aren't sold anywhere..?GCU Grey Area wrote:PALCs can also be used in the side turrets of Split M7s & there's also the PBC, another beam weapon useable by Argon M7s & Pirate Carrack, which should in theory be just as good as an anti-missile weapon.
That...now that is actually something I happen to have. Once my marines finish training, ima go try get me a Minotaurajax34i wrote:If PALC's work that well, then the Kha'ak Corvette with Kyons should work too.
-
- Posts: 2128
- Joined: Wed, 25. May 05, 14:38
-
- Posts: 7826
- Joined: Sat, 14. Feb 04, 23:07
PALCs can be obtained by destroying Xenon, Pirate or Yaki M7s during combat missions (assassination, defend station, etc).Dezonus wrote:How does one actually go about getting those Weapons? Just looked up Roguey's, and they apparently aren't sold anywhere..?GCU Grey Area wrote:PALCs can also be used in the side turrets of Split M7s & there's also the PBC, another beam weapon useable by Argon M7s & Pirate Carrack, which should in theory be just as good as an anti-missile weapon.
PBCs can be extracted from player-owned Lasertowers using a freight drone:
(1) eject Lasertower & freight drone from ship's hold
(2) command drone: Trade > Fetch Freight > Select Ship > Lasertower > PBC (set quantity=1)
(3) wait for drone to fly to the Lasertower & remove it's PBC
(4) Freight Exchange PBC from drone to ship's hold.
I certainly did find the Kha'ak Corvette, after declaring to myself that I wouldn't ever find one XDSovereign01 wrote:Have you acquired a Khaak Corvette? They say every game has one. Mine did
The Kha'ak Corvette was great at like 3km away. However, when I moved closer, ie. Boarding Range, just to test it, I found that the Kyon Turrets don't refire quick enough to deal with the large number of HammerHeads.
So, I'm wondering, to ye who board, how did you go about getting your M7Ms? Did you just buy them? (I think I have the rep for buying the split and boron ones everyone seems to recomend) Or did you board them. And if you Boarded them, how?
I'm thinking of trying a Paranid Heavy Nemesis with a PBE Loadout, probably HEPTs on the back as it cant have PBEs there and 6 PBEs and 2 CIGs on the front, with various fire modes. Would that likely work?
-
- Posts: 223
- Joined: Wed, 8. Aug 12, 15:56
Its not all that hard actually all you need is an Mosquito Missile Defence and patience.
Fly just in range that the M7M starts barraging you with Missiles then target the Hammers and try to shoot them down manually and try not to get too close to the M7M, stay like 15km away, so you have enough time to shoot down the incoming missiles. After a while the M7M should start launching Flails instead of Hammers again try to shoot down as much as possible and if you start to get overwhelmed by them just jump out, however everything from a M7 upwards should have no problem with the Flails anyway. Once the M7M is out of Missiles it is an easy boarding target just take care of all the escorts jump in a TP with your marines and start space walk boarding it.
20 Marines with about 3 stars should be enough for every Common Wealth Ship unless it got Internal Sentry Lasers, Hull Polarising or an Advanced Firewall in wich case i would advise you to fry of the Equipment with PBEs, IonDs or ISRs first unless you got 5 Star everything Marines then you can just board it without much trouble.
Fly just in range that the M7M starts barraging you with Missiles then target the Hammers and try to shoot them down manually and try not to get too close to the M7M, stay like 15km away, so you have enough time to shoot down the incoming missiles. After a while the M7M should start launching Flails instead of Hammers again try to shoot down as much as possible and if you start to get overwhelmed by them just jump out, however everything from a M7 upwards should have no problem with the Flails anyway. Once the M7M is out of Missiles it is an easy boarding target just take care of all the escorts jump in a TP with your marines and start space walk boarding it.
20 Marines with about 3 stars should be enough for every Common Wealth Ship unless it got Internal Sentry Lasers, Hull Polarising or an Advanced Firewall in wich case i would advise you to fry of the Equipment with PBEs, IonDs or ISRs first unless you got 5 Star everything Marines then you can just board it without much trouble.
-
- Posts: 2128
- Joined: Wed, 25. May 05, 14:38