[x3:ap] My first M7M... Can't decide between the Senshi and the Sirokos
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[x3:ap] My first M7M... Can't decide between the Senshi and the Sirokos
I wanted to cap my first m7m instead of buy one, but alas. Don't think that will be possible... A cobra ripped me to shreds in seconds. And do you need 20 marines to cap one?
So I wanted to cap a cobra, but I think you need to get an m7m to catch an m7m (as they say...). So trying to decide between these two...
I'm leaning slightly towards the Sirokos as I haven't set myself up a flail barrage complex yet and I don't think an M7m which can hold 21 marines will ever become obsolete, whereas the Senshi will once I get the cobra... Any suggestions?
So I wanted to cap a cobra, but I think you need to get an m7m to catch an m7m (as they say...). So trying to decide between these two...
I'm leaning slightly towards the Sirokos as I haven't set myself up a flail barrage complex yet and I don't think an M7m which can hold 21 marines will ever become obsolete, whereas the Senshi will once I get the cobra... Any suggestions?
Last edited by firestorm79 on Sun, 18. Aug 13, 11:05, edited 2 times in total.
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Boarding is far from my field of expertise, but I think the idea is to get them to shoot off all their missiles first, then do the boarding op before they can get somewhere to reload. An M7M without missiles should be a reasonably easy target, in theory.
Trapper Tim's Guide to CLS 2
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!
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lol... that would be what one would call a sitting duck! Good idea, but the only way I can think of getting them to use up their missiles is to become the source of their agro... which hasn't been working out that great for me.
But my question stands - would I need 21 marines? Whenever I scan them it says they have no marines on board...
But my question stands - would I need 21 marines? Whenever I scan them it says they have no marines on board...
You do not require 21 marines unless they have sentry lasers/marines of their own. I have capped a Cobra using the Acinonyx before and that only carries 8. (This assumes AP, boarding mechanics in AP and TC are different, although I can't remember the specifics).
However if you are bringing less than 20 then they better have a high fight skill.
In regards to the original question if you're going to buy an M7M I would buy the Sirokos. If you don't have flails/hammers and your plan is to immediately go out and cap a Cobra not much point in a Senshi. To be honest I prefer two ship boarding with a Sirokos to doing it with a Cobra/Kraken anyway.
However if you are bringing less than 20 then they better have a high fight skill.
In regards to the original question if you're going to buy an M7M I would buy the Sirokos. If you don't have flails/hammers and your plan is to immediately go out and cap a Cobra not much point in a Senshi. To be honest I prefer two ship boarding with a Sirokos to doing it with a Cobra/Kraken anyway.
Your thinking mirrors my own, but I also don't have any boarding experience (yet).
My first m7m was a cobra which seems a pretty good all round one, but as my capital fleet grows, I'm thinking that specialising them will make them far more effective in the hands of the AI, so I've just spent hours and hours getting my OTAS rep up high enough to get the Sikoros (this is TC).
I'm also going to get a couple of other M7Ms one for only flails and the other with only hammers. That way I think i can leave those ships under the AI control whilst I do other things and it won't get too out of hand so I can control what the AI does with them by only bringing the relevant ones into battle.
And if I fancy some full on explodey fun then I can jump in my original cobra
My first m7m was a cobra which seems a pretty good all round one, but as my capital fleet grows, I'm thinking that specialising them will make them far more effective in the hands of the AI, so I've just spent hours and hours getting my OTAS rep up high enough to get the Sikoros (this is TC).
I'm also going to get a couple of other M7Ms one for only flails and the other with only hammers. That way I think i can leave those ships under the AI control whilst I do other things and it won't get too out of hand so I can control what the AI does with them by only bringing the relevant ones into battle.
And if I fancy some full on explodey fun then I can jump in my original cobra
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Wow this gives me hope! My crack squad of marines are fairly well trained I'd say. So 8 4 star marines should be ok?
Also I was jumping around with the ufjd the other day and found a legendary Aran. Unfortunately I was in my hype and didn't think I had enough marines to board it...
So how many marines are needed to board the Aran? Will 8 4 star marines do or do you need 20?
Also I was jumping around with the ufjd the other day and found a legendary Aran. Unfortunately I was in my hype and didn't think I had enough marines to board it...
So how many marines are needed to board the Aran? Will 8 4 star marines do or do you need 20?
if you have already the rep for sirokos , then:
1) sirokos holds 30 marines total, not 21.
2) sirokos does not fire any kind of missiles. Only boarding pods.
3) in order to cap a target with sirokos you have to have some serious firepower since sirokos does not fire any missiles..do you?
4) forget buying. go do "return abandoned ship" missions. its more fun anyway
1) sirokos holds 30 marines total, not 21.
2) sirokos does not fire any kind of missiles. Only boarding pods.
3) in order to cap a target with sirokos you have to have some serious firepower since sirokos does not fire any missiles..do you?
4) forget buying. go do "return abandoned ship" missions. its more fun anyway
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To get an enemy M7M to empty it's load, just buzz it then jump to a far gate before the missiles reach you. Doesn't take long for it to be completely helpless.
Also about your 8 well trained marines. Just add another 12-13 greenhorns and you'll have a good crew. Try and buy them with fight rank if possible, but your trained guys should get them thru most targets, and the extra numbers will help them out a ton.
I think return abandoned ships have the same capping difficulty as any they would normally have, it's just they are stationary, don't shoot back and have no shields. Making the process a lot easier.
Also about your 8 well trained marines. Just add another 12-13 greenhorns and you'll have a good crew. Try and buy them with fight rank if possible, but your trained guys should get them thru most targets, and the extra numbers will help them out a ton.
I think return abandoned ships have the same capping difficulty as any they would normally have, it's just they are stationary, don't shoot back and have no shields. Making the process a lot easier.
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It is actually pretty damn easy to cap a M7M just aggro it by shooting it with mosquitos until it starts shooting with missiles then try to shoot them down if you think you get overwhelmed just jump out until it got no more missiles left they only got about 50 missiles of each hammers and flails so this should go pretty fast just don't get to near you should ideally always be about 10-15km from your target away so you have time to shoot down the missiles oh and mosquito missiled defense obviously helps.
The ideal ship to do that with is a M6+ so you can take some flails but are still maneuverable enough to shoot down the Hammers and able to take out the escort ships.
Then you can simply board it with a TP i wouldn't recommend to board the ship with just 8 4* marines as it is likely that you will lose some if their fight rank isn't maxed out or at least near max, but if you mix in some scrubs with around 30-40 fight rank you should be able to take the ship just remember to fry off things like Hull polarizing, sentry lasers and firewall with InoDs/PBEs/IREs. Spacewalk boarding a M7M that has no more missiles is pretty damn easy as it will just sit there most of the time trying to turn around randomly.
The ideal ship to do that with is a M6+ so you can take some flails but are still maneuverable enough to shoot down the Hammers and able to take out the escort ships.
Then you can simply board it with a TP i wouldn't recommend to board the ship with just 8 4* marines as it is likely that you will lose some if their fight rank isn't maxed out or at least near max, but if you mix in some scrubs with around 30-40 fight rank you should be able to take the ship just remember to fry off things like Hull polarizing, sentry lasers and firewall with InoDs/PBEs/IREs. Spacewalk boarding a M7M that has no more missiles is pretty damn easy as it will just sit there most of the time trying to turn around randomly.
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Both works, after the M7M has no more missiles its ai stops from really working and it just randomly turns around or stops so the marines should have no problem reaching it.firestorm79 wrote:Do you do this by jumping in to the TP and manually dropping the marines through 'other' command, or staying in the m6 and commanding the TP to board via auto pilot piracy command?BurningMan wrote: Then you can simply board it with a TP
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You talking about capping return ship ships? That would mainly be for getting your marines ranked up in a low risk environment.RayF wrote:so, just a stupid question now,
why on earth would you want to board a perfectly-conditioned and free M6(or any other) ship????
you want to practice, go to pirate sectors. full of targets:) and its more fun:)
just my 2 cents....
Counter question, if you are stealing ships then you are engaged in piracy. That means you are a pirate. So why pick on your brother pirates? Go to commonwealth sectors. Full of targets, and more fun
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Infekted wrote:You talking about capping return ship ships? That would mainly be for getting your marines ranked up in a low risk environment.RayF wrote:so, just a stupid question now,
why on earth would you want to board a perfectly-conditioned and free M6(or any other) ship????
you want to practice, go to pirate sectors. full of targets:) and its more fun:)
just my 2 cents....
low risk ???whats the fun in that????????? hehe, I prefer the difficult ones!! there is more fun in that..My first spacewalking targets where Xenons P..crazy, but more emotionall!!
Counter question, if you are stealing ships then you are engaged in piracy. That means you are a pirate. So why pick on your brother pirates? Go to commonwealth sectors. Full of targets, and more fun
Its like Robin Hood, and Jessie james ...You are a bad guy, (supposely) , you steal from the very bad, and ...well, you keep it for yourself...
But, to tell the truth, i do have my eyes on an Odysseus ..but the bloody thing is surrounded by M6s..dont have the heart to killem all..
Well if your definition of fun is to lose a bunch of marines and have the rest fail to cap a ship you want then have at her
For myself, I detest the boarding mechanics in this game at the best of times. They feel to me like 2nd world war tactics in a space game. The process is annoying and fiddly, totally breaks my immersion. And the consequences are laughable.
So they try and balance this by making marine training take a ridiculously long time, which for me just makes the whole thing even more annoying. Anyway, sorry, rant over!
Poor pirates, always getting picked on.. Those paranids on the other hand need to learn some respect!
For myself, I detest the boarding mechanics in this game at the best of times. They feel to me like 2nd world war tactics in a space game. The process is annoying and fiddly, totally breaks my immersion. And the consequences are laughable.
So they try and balance this by making marine training take a ridiculously long time, which for me just makes the whole thing even more annoying. Anyway, sorry, rant over!
Poor pirates, always getting picked on.. Those paranids on the other hand need to learn some respect!