X3:TC, The best weapon configuration for the Best M3-Class ship - Mamba .

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frostysh
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X3:TC, The best weapon configuration for the Best M3-Class ship - Mamba .

Post by frostysh » Tue, 21. Jun 16, 12:57

Hello everyone who read this stuff :P.

What is the best weapon configuration for an incredibly effective Mamba ship?
For now I using 2x High Energy Plasma Thrower, 2x Impulse Ray Emitter. And also my pretty shippe have a four empty slots.
The all M3 (Heavy fighters) that I saw is no match for Mamba speed and usually is a very easy target, same as M8 (Bomber) - but I fought only Peregrine and Hades. M4 (Medium fighters) very easy too with some exceptions. M5 (Light fighters) is easy but except some of them like a Boron Octopus, the two Octopus is a some-kind of a problem, especially without luck.
M7 (Frigates) is a problem, I fought only Xenon PX, but that ship is hell
tough against Mamba.
Is there anybody know a good tactics against such ships with Mamba super fighter??? :P

So I need some firepower, perhaps like a more HEPT's?

Any advises about similar max speed and firepower ship?
Game start - Bankrupt Assassin, Auto Aim: OFF, using left Ctrl for firing.

What are most difficult start in X3:TC and how to obtain it???

How to change main game center crosshair??? The default one is almost absolutely unrecognized in the thick fights.

P.S. Thx 4'da answers and Sorry for my English gram.
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Post by ancienthighway » Tue, 21. Jun 16, 13:28

The PBE is great for capturing ships.
The PBG can't be beat for DPS, just watch out for unintended targets to turn a whole race against you.

Once you raise your Argon rep, take a look at the OTAS Venti. Just a little slower than the Mamba, it mounts 10 guns plus a turret rather than 8 guns. 100mj shield to make up for the 15m/s speed difference.

Another worthy M3 is the Yaki Tenjin, but it's slower than the Venti, mounts 9 guns and 2 turrets. 75mj shield it fall between the Mamba and Venti.

I prefer in my personal fighter to mount predominately PACs. Fast projectile and with the lower energy consumption you can fire non stop through an extended battle. For all purpose, 4 PACs, 2 PBEs or IREs, and 2 PBGs. I'd fill the additional hard points on the Venti and Tenjin with PACs. Rear turrets armed with IREs will suffice for missle defense, or a PAC or PRG for a little more damage against fighters that you pass by.

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Post by frostysh » Tue, 21. Jun 16, 14:42

I am not a very familiar with such abbreviates, but for now my Mamba can be equipped with:

Impulse Ray Emitter (that is dark orange little projectiles - I tried it, and this is only useful on to harass Yaki Fujines or a Fighter Drones... ), Particle Accelerator Cannon (red little projectiles, used against me very often - I did not tried it for myself, but this weapon looks weak and importunately for firing without any Auto Aim and from left Cntrl, like IRE is... ), High Energy Plasma Thrower (green large and slow projectile, THE best weapon in the game that I saw, 2x HEPT can easily kill anything from M5 to M8 included. And for more important, it is a very opportunely to firing it without autoaim from central screen :P ), Mass Driver (some kind of a machinegun with a poor range... I can by it right now, and I will try it, but I think this gun will sux.... ), Fragmentation Bomb Launcher (I do not know what is that, but some M7 ships like a Xenon PX fired to my ship with a blue self-exploded projectiles, this is harmless when you attacking but annoying when you trying to run away after...), Energy Bolt Chaingun (I do not know what is that.), Pulsed Beam Emitter (I will try it, but it looks a VERY sux because of range and other.), Plasma Burst Generator (Used against me many time - this is a flamethrower that produce an orange conical beam,r with an unreal amount of damage, but WHERE I can bought it??? )

Yeah I will look what OTAS Venti is, but I have doubts that it will be better then my favorite Mamba :P . The Stupid Split slavers knows how to make a good ship...
". . . like LSaH, who in less than three decades killed or maimed nearly a hundred million men, women, and children and brought untold suffering to a large portion of mankind"― Eric Hoffer
"Nationalism is an infantile disease. It is the measles of mankind."― Albert Einstein
“With or without religion, you would have good people doing good things and evil people doing evil things. But for good people to do evil things, that takes religion.”― Steven Weinberg

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Post by Sirrobert » Tue, 21. Jun 16, 14:56

Impulse Ray Emitter is IRE, High Energy Plasma Thrower is HEPT, Particle Accelerator Cannon is PAC, ect.
It's just the first letters of each word

Don't be fooled by the Mass Driver. It uses ammo (inventory item) instead of energy to shoot, and it's projectiles ignore shields. That ignoring shields part makes it a VERY dangerous weapon. Especially if you see enemies with it. You WILL take hull damage if against a Mass Driver.
The MD and the Energy Bolt Chaingun both use ammo instead of energy

Pulsed Beam Emitter is another specialist weapon. It deals very low hull damage, but insane shield damage. If you need something to strip hulls, the PBE is the best there is.

Plasma Burst Generators can only be bought from pirate stations. They are usually found on pirate ships.

For your preference on weapons, remember the energy drain as a factor. While HEPT may be insanely powerful, they also put a massive strain on your generator, and will leave you empty in prolonged combat (against multiple enemies).
And as the other important factor, fire speed and projectile speed. This is especially important against small, fast targets. If you want your turrets to shoot down incoming missiles, you better give them fast guns, like PAC or PRG (phased repeater gun)
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Post by Honved » Tue, 21. Jun 16, 15:04

I agree with almost everything ancienthighway said, although I don't like OTAS ships in general, and almost never fly them myself. Like him, I've switched to using mostly PACs for my personal ship, because they're far more energy efficient than HEPT, and have better bullet velocity (so you can actually hit faster targets). Normally, I'll install a "6-Pack" (six PACs), plus a pair of specialized guns for other purposes (such as PRGs, PBGs, or PBEs).

Note that HEPT is MUCH more effective than PAC or most other fighter weapon options in an "Out of Sector" (OOS) fight, on ships you're not flying. The HEPT delivers greater damage "per shot", and OOS combat is handled by a fixed number of shots per weapon, rather than shots per minute as the weapon stats show. The weapons with a high rate of fire under-perform badly in that case.

Note that against some M7 ships and virtually all M1/M2 class capitals, energy-hungry HEPTs will recharge more slowly than the target's shields, meaning that you can't possibly win without spamming missiles. PACs are more energy efficient, so loading up with a battery of 6 or 8 allows you to deliver "more efficient" damage quickly, then dodge and fly away while your weapon energy recharges a bit before making another firing pass. Hopefully, your weapons will recharge faster than their shields. If not, then you need to use a bigger ship against it.

Rather than the Mamba, I'm more fond of the Argon Nova Raider (the Pirate Nova Raider is garbage), which isn't all that much slower (196 speed?) than the Mamba, carries 3 shields instead of two (or only one for the Mamba Raider), has a wider range of weapon options, and is equipped with a rear turret for missile protection (some Mamba variants have turrets, some don't).

Six PACs as "option A", plus a pair of Phased Repeater Guns (PRGs) as "option B" for use against M5s and to "tease" bails or control shield regeneration, gives me a lot of flexibility with the Nova in how to engage different targets for destruction, bailing, or boarding.

Another "nice" ship is the Advanced Perseus (speed 207?), which can be recovered as an abandoned ship, or by completing the Poisoned Paranid starting mission (I actually like flying the Advanced Perseus a lot more than the Hyperion Vanguard you also receive for that mission). That Perseus will effectively keep up with most Mambas, holds 4 shields, has a rear turret, and offers better weapon power than most M3s, but the cargo space can be a bit restrictive. If it mounted Phased Repeaters, it would be the "ultimate M3", in my opinion.

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Post by RAVEN.myst » Tue, 21. Jun 16, 15:38

I, too, would recommend trying out PACs as the main weapon of choice. Even if you fill all 8 slots with them (though it's better, as others have indicated, to have 6 of them and 2 special weapons, like PBE or IonD or something else with special use, depending on what your ship can mount) you can set up different "power vs stamina" weapon groups. For example, you can have one group with all 8 selected - fast damage, but runs out of energy quickly; another group of 6 enabled - bit slower damage, but can fire for longer; 4 guns - again, less damage, but more stamina; 1 or 2 guns enabled - low damage that can be dealt constantly, but you can use this to tightly control your damage output while hoping for a fighter to bail out, or while suppressing a target's shields during a spacewalk boarding operation.

Alternatively, if you have sufficient cargo space, Energuy Bolt Chainguns are VERY strong - they have both high rate of fire and high shot speed, which makes them very accurate, as well as good range. Damage output is very good, and can be maintained much longer (the weapon, being ammo-based, uses a lot less energy, although it WILL eventually drain your laser energy, if you don't run out of ammo first.) The downsides are having to carry ammo (uses up space), and having to BUY the ammo, of course :D This weapon is particularly good on slower ships with larger cargo holds: the longer-than-usual reach means that attackers can be shot at before they close into their own firing distance, and the barrage can be sustained almost continuously.

Mass Drivers are a great brawling weapon if you like to get "up close and personal", and are not looking to capture many ships due to their pilots bailing out. In X3AP, the are somewhat less effective the heavier the target, as hulls have been increased (M5s not at all, M4s not at all or very little, M3s a little, M6s quite a bit, and so forth.) Mass Drivers (MDs) are excellent at swatting M5s because the MD has such a high rate of fire and bullet speed, that it can track even small, fast, agile targets. Te gun is also extremely good against M4s, killing them very quickly. Against M3s it's pretty good, too, but takes a bit more firing. On targets larger than those, the MD is not the optimal choice, unless you are happy to wage a war of attrition, wearing away the target's hull (and thus also its maximum speed) bit by bit - but it will cost you a lot of ammo. MDs are ammo-based, so the same factors apply as do for EBC: storage space and running costs. However, the MD uses less energy than the EBC, and is unlikely to drain your batteries. It has short range, so it's definitely an up-close weapon.

EBC and MD, with their extremely high rates of fire and shot speeds, make good anti-missile weapons (EBC's longer range particularly so - MD's short range may have you taking damage from area-blast missiles.) Phased Repeater Guns are also VERY good for this purpose, and also don't use ammo - they are usually my first choice for fighters' rear turrets (PACs are also good for this.)

You will notice that all of us have recommended PACs - now here's some great news for you: for each HEPT you sell, you can buy 3 PACs and still get back some change, so you could (for hypothetical example) sell your two starting HEPTs and buy 6 or 7 PACs. If you consider doing this, be careful to make sure first that there ARE, in fact, some PACs available for purchase: both that there is sufficient stock, and that your reputation is high enough to buy them (the latter is probably not a problem at this stage.)

NOTE: Here's a quick thought... In the above example (replacing 2 HEPTs with 6 PACs), there is a hit consistency implication: because you have 3X the number of guns firing, you fill the area in front of you with more shots, so you are more likely to hit your target with some of them (less likely that your target will "fly between your shots".) The point here is that it's *usually* better, when possible, to use as many of your weapon slots as possible - more guns, even if weaker ones, is *usually* better than fewer but stronger ones.
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Re: X3:TC, The best weapon configuration for the Best M3-Class ship - Mamba .

Post by AleksMain » Tue, 21. Jun 16, 16:29

frostysh wrote:Hello everyone who read this stuff :P.

What is the best weapon configuration for an incredibly effective Mamba ship?
For now I using 2x High Energy Plasma Thrower, 2x Impulse Ray Emitter. And also my pretty shippe have a four empty slots.
The all M3 (Heavy fighters) that I saw is no match for Mamba speed and usually is a very easy target, same as M8 (Bomber) - but I fought only Peregrine and Hades. M4 (Medium fighters) very easy too with some exceptions. M5 (Light fighters) is easy but except some of them like a Boron Octopus, the two Octopus is a some-kind of a problem, especially without luck.
M7 (Frigates) is a problem, I fought only Xenon PX, but that ship is hell
tough against Mamba.
Is there anybody know a good tactics against such ships with Mamba super fighter??? :P

So I need some firepower, perhaps like a more HEPT's?

Any advises about similar max speed and firepower ship?
Game start - Bankrupt Assassin, Auto Aim: OFF, using left Ctrl for firing.

What are most difficult start in X3:TC and how to obtain it???

How to change main game center crosshair??? The default one is almost absolutely unrecognized in the thick fights.

P.S. Thx 4'da answers and Sorry for my English gram.
Unholy Traitor is most difficult start.
Prerequisites (you can obtain in any game following ranks)
Fight rank 16 "Specialist", Split Rank 7 "Split Privileged Associate of Rhonkar"

First of all you need Fight Command Software to get Auto Aim.

Best M3 ship is not Mamba, Eclipse may be or something like it (because of shields).

Weapon is described in posts above, although for fastest energy output(M3/M3+) from far range against M6 ships better to use High Energy Plasma Throwers in Main slots and PACs for turrets in mode "Missile Defense".

About tactics against M6 and M7 ships: fire from far distance (Auto Aim must be used) and run to restore energy.

Don't forget to strafe using W D S A and combinations of AW, WD, SD, AS keys to avoid enemy fire and increase speed (by combinations of strafe keys) .

PX ship is not defended behind, so don't loose your opportunity to kill it in close range (try to find a blindspot).

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Post by RAVEN.myst » Tue, 21. Jun 16, 17:04

Lost Lar is another challenging start. You begin in a Boron Angel (nice TP ship), but deep in Xenon territory. As with Unholy Traitor, you have to first manage to find your way out into safety and to a friendly station to dock before you can even save. To unlock this, you need to have completed the Hub plot in any game, and to have reached the Boron Queen's Protectorate reputation in any game. (These are the prerequisites in X3TC - I'm not sure if they're exactly the same in X3AP - if they are, that's easier than in TC, as the TC Hub plot takes VERY long to complete, but in AP it's a lot shorter and easier.)

Everyone will tell you different regarding what the "best" ship is - it depends on personal preference. I think you'll find most people agree that speed is the most important factor (which rather disqualifies most M3+ ships like the Eclipse, except for the ATF Fenrir and the Argon Aamon Prototype or its OTAS counterpart.) For this reason, many players like the Split ships, as though they have thin shields, they make up for it with the highest speeds, and usually slightly stronger weaponry. Some people like Terran ships, because they combine speed with strong shields, though some people don't like the lack of weapon options. On the other hand, it is totally feasible to play a more tanked up style, flying slower but tougher ships: I rather like, on occasion, playing as Teladi and using Falcon Haulers (they have big shields and large cargo holds, but are rather slow) armed with Energy Bolt Chainguns, for example. Or you can opt for a missile-based approach, or perhaps a "clean hands" approach whereby you use fighter drones and AI-controlled fighters while you oversee things from a carrier or the like. There are many options.

It sounds like this may be your first, or at least one of your first playthroughs (correct me if I'm wrong!) If this is so, you're in for a treat: there is LOTS to discover in this game :) Don't expect to have it all figured out in a hurry - in fact, it's not unusual for people to still be learning new things about it even years down the line. The Bankrupt Assassin start was my choice my first or second time around, and it was my first long, deeply developed playthrough. It was in X3TC, so the plots were longer, especially the Hub, and I finished them all, and collected me a veritable museum's worth of different ships. But it was only a starting point - I've since played literally dozens of games, sampling all the races and factions, and just about every possible way to play that I could think of - and, years later, I'm still at it, and occasionally still being delighted by discovering some previously unknown (to me) subtlety, some new way to refine my game style. :D

So what I'm saying is: You will likely find that your preferences evolve as you discover various aspects of the game, and I hope you enjoy exploring this it :)

Good hunting!
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Post by Bill Huntington » Tue, 21. Jun 16, 17:17

Welcome to TC/AP, frostysh!
I like the Mamba and Split ships in general: more firepower and speed with less shields as the tradeoff.

Bankrupt Assassin gives you the Mamba to start. In some others like Tormented Teladi you start with an M5 and work yourself up. Each item is an achievement: Fight 1, Trade Extension, 5MJ shield, etc.

With some time you'll be able to beat any ship in your class. With some smart choices you can also beat a ship one class above you. But here's some important questions. Do you want to build? Do you like combat more? Both?

I like to capture ships for $ to fund my whole game. Even in an M5 you can capture TS ships. The big Paranid TS sells for $1 Mil. A regular M3 sells for $1 Mil. An M3 plus sells for $3 Mil. A standard weapons set-up to get this done is 3 PAC and 5 IRE. This setup transfers to other M3 ships as you get a chance for the different ones.

The Chimera is the M3 plus that is a step up from the Mamba. My ideal set-up is 3 PBE and 5 IRE and two PACs in the turrets. The one limitation of the PBE is range less than 1 km, but I prefer to get close anyway.

A key number is laser generator. If you use all the slots for weapons you run out of E quickly. I've found two bigger weapons is usually fine, three for a serious fight.

Ion Ds and PBG kill any nearby ship, which limits it's usefulness.

I like the PRGs but they're limited to Argon ships.

HEPTs are a great weapon but the bullet is slow and it drains E quickly.

Ammo bases weapons means you have to keep a supply for that ammo. They're useless without it.

Try each weapon yourself and you'll find the one best suited to your own style.

Welcome to TC/AP!
Bill in S.F., enjoying the game

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Post by X2-Illuminatus » Tue, 21. Jun 16, 18:04

frostysh wrote:I am not a very familiar with such abbreviates,...
[FAQ] What do all those TLAs and abbreviations mean? (Weapons section)
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Post by ancienthighway » Tue, 21. Jun 16, 19:51

As far as the Best M3, it really depends on your play style.

The faster the ship, the less shielding it has. This works fine if you use hit and run tactics, fly in hit hard and fly away before you take much damage. Split fighters are designed for this. If you like the Mamba's speed, just wait until you try the Mamba Vanguard or Mamba Raider. The Raider is the only Mamba variant that sports a rear turret.

The slower ships with more shielding are designed to stay in gun range and exchange shots and damage, with the plan of out lasting the enemy. The Argon Eclipse and Teladi Falcon Hauler are the most beloved ships of this style.

I prefer something in between those two tactics with decent speed and shielding. The Argon Nova Raider is hard to beat in this range of fighters at it's price. Most of the M3+ ships fall into this category and are all very nice ships, but cost much more than the Nova Raider.

A note about speed. In the hands of the AI, speed can be deadly for your ships when you are in sector. Fast M5s in particular are in danger of running into their target. When I take defend a station mission as a new pilot, I ignore the incoming M5s because they will eventually crash into the station. In the bigger ships, The Terran Spitfyre (M3) and Terran Springblossom (M6) could potentially do the crash and burn moves too.

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Post by frostysh » Wed, 22. Jun 16, 01:15

I have read this all - a very good information that will save to me a bunch of a nerves and time :) .

I think my playthrough will be the one and with all plots (if the plots not evil..) solved.
Auto Aim: OFF + only Left Cntrl - this is constantly from beginning to the end of game. :P. This is the way which I can make the game without any difficulty options are fun for me :P .

So this "Unholy Traitor" is the hardest start in ta' game, huh? But in the manual I have read that it has only "Pretty Hard" difficulty, and Gooner Ranger - "Very Hard", it is strange. Anyway "Traitor" is the means a war against Split Families? I do not like slavers anyway so it will be right what I want too :P Good... I have "Specialist" rank, and now only left is a merc for splits job, to obtain a suitable rating and then start ma' main playthrough but I hate the darn slavers... :/

Still I have hell no idea how this weaken PAC can be much powerful than my superior mega HEPT :P, Anyway you all playing in this game much more time then I did (this is my first attempt to walktrough X3:TC, I played in X2 before, but not for a long time because of a some nasty bugs and OS reinstall... ). And obviously 6x PAC will be better then my 2x HEPT. because of many parameters that you have discussed above.
And another way, why HEPT is the better for me to aiming in the fast targets than IRE for example, is that IRE projectiles is hard to seen and trace their trajectory to correct it for successful hit.
For that reason with Auto Aim: OFF, I preferred a LARGE projectile to do not harm my eyes :P. In general, anything M5/M4 is a totally harmed and slowed after 1-2 successful hits.
To not get down your generators just do not pres Cntrl for too long, just a "pew, pew, pew" , and re-aiming. :D

About the ship I still hell no idea how to beat your opponents if you have less speed... I saw how easily 5x Xenon L (M3) bowled up Argon Military Cerberus (M7), I do not know what happens there but Cerberus with full shield and hull just exploded right after Xenons attacked it...
If I have speed, at least I can make my run out from that threat, because of my PC is old and I have a looong time loading after "Game Over". But yeah a cool soundtrack with such screen :P.
Perhaps for my main walkthrough will be not a mamba the main battle ship, because of different story and so on.. .
Or maybe I will choose a slow ship instead of fast! And will take a "tank" tactic, is this will increase the game difficulty??
And good story - Split Traitor, Tanker with a Heavy ship. cool. :P
PERHAPS I EVEN CHOOSE THE WEAKEST SHIP FROM EACH CLASS!
This is a brilliant idea! :P And good for "Split Traitor" ways, Split do not like a squid-things (Borons )

THANX to all for your advices, sad that I have some lack of time to play is such good game (but I am tottaly addicted :/ ... )
". . . like LSaH, who in less than three decades killed or maimed nearly a hundred million men, women, and children and brought untold suffering to a large portion of mankind"― Eric Hoffer
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Post by AleksMain » Wed, 22. Jun 16, 02:43

frostysh wrote: Or maybe I will choose a slow ship instead of fast! And will take a "tank" tactic, will this increase the game difficulty??
And good story - Split Traitor, Tanker with a Heavy ship. cool. :P
PERHAPS I EVEN CHOOSE THE WEAKEST SHIP FROM EACH CLASS!
This is a brilliant idea! :P And good for "Split Traitor" ways, Split do not like a squid-things (Borons )
...
120 m/s (speed of the Eclipse) not mean slow. Using strafe engines it can be increased to 138 m/s.

It is faster, than most of the M6/M7 ships.

Also even "slow" ship need avoid enemy fire if your plan is of out lasting the enemy.

Strafe up, up-right , right ,right-down, down,down-left, left,up-left to avoid enemy fire.

Run from enemy, if you can't fight right now, to kill it later.

Repeat "hit and run" tactic again and again to kill enemy.

----------------------

About Unholy Traitor scenario:
" You typically start in a split sector, and with low enough reputation for the split to shoot on site, and the paranid sending bounty hunters after you. You are flying a great ship with good weapons, however it lacks many basic upgrades like Fight command software, shields, and engine tunings, which make this a difficult scenario."

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Post by Sirrobert » Wed, 22. Jun 16, 08:55

frostysh wrote:Still I have hell no idea how this weaken PAC can be much powerful than my superior mega HEPT :P, Anyway you all playing in this game much more time then I did (this is my first attempt to walktrough X3:TC, I played in X2 before, but not for a long time because of a some nasty bugs and OS reinstall... ). And obviously 6x PAC will be better then my 2x HEPT. because of many parameters that you have discussed above.
You'll figure that out once you get in prolonged combat against more then 10 opponents, and your guns run dry halfway through
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Post by frostysh » Thu, 23. Jun 16, 03:38

I have complete the all requirements for "Unholy Traitor" start - I hope it will a most difficult start.

I have tested some weapons on enemies: Yaki Fujin (M5), Yaki Raijin (M3), Yaki Susanove (M3), Yaki or Pirate Hades ( M8 ), Kha'ak Scout (M5), Kha'ak Fighter (M4 or M3, Idn), Kha'ak Scout (M5), Xenon N (M5), Xenon L (M3), Xenon M (M3), Pirate Buster (M4), Pirate Nova (M3), Pirate Discoverer (M5), Pirate Falcon (M3), Pirate Buzzard (M4)

Pulsed Beam Emitter - 2x PBE on the ship.

With this weapon confronting M5 is a much more easier than with HEPT. But still in the long distance I not see a projectile traces, that is making a VERy difficult to catch up the target into flood of it's small orange bullets.
This weapon also draining much more energy than even HEPT, and dealing less damage to the hull and shield than HEPT.
I general, I have found this weapon only useful against some M4, M5.
Main purpose of this device is dealing some damage to M4/M5 and then fast switch to HEPT and make the "bad guys" way to their ancestors :P.

Pros: Child play to hit with it fast target in the close range. Good damage to the low-class shields.

Cons: Heavy energy batteries drain, low damage to the heavy and medium shielded targets. Hard to look up the projectiles sequence to adjust the trajectory for successful hit.

Mass Driver - 2x MD on the ship.

This weapon is more effective then I thought, and for now this is my favorite weapon against Kha'ak Scouts - even do not need switch to HEPT, shooting Kha'aks with MD is fun and enjoyable :P. Ammunition is cheap, and low ammunition consumption turned this gun into "Kha'ak's Exterminator" :P. In addition it can be used to beat up the swarm of "Sting" missiles before they will shred apart my poor mamba.

Pros: Not using energy (or a VERY low energy consumption), can be used when the energy batteries are recharging after the heavy shooting. A Good damage to the low protected targets and the small ships, devastating damage to the Kha'ak Scouts. Cheap ammunition. Low ammunition consumption.

Cons: Very hard to hit something in the long range, especially with a light background (projectiles are white...) in that case near impossible,. Low damage dealing to the heavy targets, this gun is almost useless against heavy targets with a rational munition amount used....

So the best weapons configuration for Mamba for now is 4x HEPT (4x cannons used only when you need to deal a high amount of damage to the heavy target and fast run away, in all other case 2x is superior, so you may want to split 4x throwers by two groups, 4xHEPT, and 2xHEPT..), 2x MD (for Kha'aks :P).
". . . like LSaH, who in less than three decades killed or maimed nearly a hundred million men, women, and children and brought untold suffering to a large portion of mankind"― Eric Hoffer
"Nationalism is an infantile disease. It is the measles of mankind."― Albert Einstein
“With or without religion, you would have good people doing good things and evil people doing evil things. But for good people to do evil things, that takes religion.”― Steven Weinberg

RAVEN.myst
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Post by RAVEN.myst » Thu, 23. Jun 16, 04:27

You seem to be struggling to hit targets at range with both those weapons - that's because those weapons have short range, a little under 1000m in both cases - so they simply CANNOT hit targets at range, you have to get close.

Regarding the PBE: this is a specialist weapon - it is specialises in draining shields very quickly, but is not so good vs hull. This makes it an *excellent* weapon for two things:

1. destroying guns on a ship so that your spacewalking marines can board it - this is because the PBE scores lots of hits fast, each having a chance to break a piece of installed equipment without damaging the target too much.
2. encouraging a ship's pilot to eject and abandon his ship - this is because the PBE score lots of hits fast, thus forcing more morale checks for the pilot, without doing too much damage to the hull.

In both cases, this gun's best application is for capturing ships (boarding targets such as TMs, M6s and M7s in case 1., and small ships such as fighters and freighters in case 2.)

As for the MD: yes, this is one of the most effective guns for swatting small enemies (including fighter drones) but, as you say, not viable against anything bigger than a M3 (and even against M3 it gets quite ammo-heavy, and there are faster ways to do that with other weapons.)
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frostysh
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Post by frostysh » Thu, 23. Jun 16, 21:00

the Strange things, when I have 2xMD mounted and equipped with it, the machine voice saying to me: "The target is now in the fire range" when the target is ~ 2km far from the ship.
But anyway shooting something from ~900 with PBE or MD is a pretty hard task in a thick fight against fast and maneuverability targets. Especially when the battle appear to be on the light background such as some planet or something.

With ship capturing I have problems, and a very big problems, because my main favorite weapon - HEPT has an unbelievable damage dealing even to a heavy protected targets such as M8 Hades. But anyway this is a very fun to shoot anything with HEPT when auto-aim is off :P.
I remember when the M8 Hades is gives up, with almost full hull, but the heavy sequence of HEPT projectiles and 2 two missiles was on their ways, I tried to intercept it but without any success :/ . I think the digital pilot of the Hades is left alive, but the ship with a full hull was turned apart in the half of second. :)

I started the New Game with "Unholy Traitor" - but hell the ship of this traitor is SLOW :(, after 210 of my Mamba (M3) the 90 of Advanced Medusa (M3) is just horrible, for now I have not realized how to fight on it....
". . . like LSaH, who in less than three decades killed or maimed nearly a hundred million men, women, and children and brought untold suffering to a large portion of mankind"― Eric Hoffer
"Nationalism is an infantile disease. It is the measles of mankind."― Albert Einstein
“With or without religion, you would have good people doing good things and evil people doing evil things. But for good people to do evil things, that takes religion.”― Steven Weinberg

Paladin-Solo
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Post by Paladin-Solo » Thu, 23. Jun 16, 21:05

Scrap those commonwealth junks and get a Fenrir, 190 m/s speed, 6 25 mj shields, 10 forward weapons 8 main + 2 forward turret, and 2 rear turret weapons, and terran missiles. Just gotta do all the terran plots and the Hub plot to get one, lol.

But the best fighters are the aldrin ones, the spitfire for having absurd speed on an m3, and the terraformer one because it can mount frigate class weapons that are ammo based and annihilate any other fighter long before they get in range, while still being one of the faster M3s, but these are cheater ships IMO.

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frostysh
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Post by frostysh » Thu, 23. Jun 16, 21:36

Paladin-Solo wrote:Scrap those commonwealth junks and get a Fenrir, 190 m/s speed, 6 25 mj shields, 10 forward weapons 8 main + 2 forward turret, and 2 rear turret weapons, and terran missiles. Just gotta do all the terran plots and the Hub plot to get one, lol.

But the best fighters are the aldrin ones, the spitfire for having absurd speed on an m3, and the terraformer one because it can mount frigate class weapons that are ammo based and annihilate any other fighter long before they get in range, while still being one of the faster M3s, but these are cheater ships IMO.
The United Space Company, for all times know how to make a very expensive, difficult, and a very effective in combat crafts... yeah :D.
But, no thanx, I prefer my Commonwealth junk, in general I like how it looks like :P. And I saw a very good M3 that fights against me, like Yaki Susanova, and so on.

But I agree with you that terran's craft a very overpowered in the game.
". . . like LSaH, who in less than three decades killed or maimed nearly a hundred million men, women, and children and brought untold suffering to a large portion of mankind"― Eric Hoffer
"Nationalism is an infantile disease. It is the measles of mankind."― Albert Einstein
“With or without religion, you would have good people doing good things and evil people doing evil things. But for good people to do evil things, that takes religion.”― Steven Weinberg

Sirrobert
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Post by Sirrobert » Thu, 23. Jun 16, 21:41

frostysh wrote:the Strange things, when I have 2xMD mounted and equipped with it, the machine voice saying to me: "The target is now in the fire range" when the target is ~ 2km far from the ship.
But anyway shooting something from ~900 with PBE or MD is a pretty hard task in a thick fight against fast and maneuverability targets. Especially when the battle appear to be on the light background such as some planet or something.

With ship capturing I have problems, and a very big problems, because my main favorite weapon - HEPT has an unbelievable damage dealing even to a heavy protected targets such as M8 Hades. But anyway this is a very fun to shoot anything with HEPT when auto-aim is off :P.
I remember when the M8 Hades is gives up, with almost full hull, but the heavy sequence of HEPT projectiles and 2 two missiles was on their ways, I tried to intercept it but without any success :/ . I think the digital pilot of the Hades is left alive, but the ship with a full hull was turned apart in the half of second. :)

I started the New Game with "Unholy Traitor" - but hell the ship of this traitor is SLOW :(, after 210 of my Mamba (M3) the 90 of Advanced Medusa (M3) is just horrible, for now I have not realized how to fight on it....
Do you have multiple types of lasers equipped and active at the same time? Because the different range and projectile speed will throw off your targeting computer. It'll only be accurate for 1 of them, making you waste your shots
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