Ion Cannons & PSG's
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- Pirate Hunter
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- Joined: Wed, 22. Sep 04, 20:44
Ion Cannons & PSG's
What would happen if I gave my AI controlled wingmen these area of effect weapons, I dont want to make enemy's of the locals its bad enouth when Im using Ion cannons never mind an AI ship.
My AI orinocco has got HEPTS so he's ok, but the best a bayamon can handle is a Gamma PAC so I lose alot of them in battle he can carry Ion Cannons and PSG's a good combination but I dont want my race ranking Plumeting.
This is not a question specific to Bayamons I want to know how the AI does with PSG's and Ion cannons on any ship.
My AI orinocco has got HEPTS so he's ok, but the best a bayamon can handle is a Gamma PAC so I lose alot of them in battle he can carry Ion Cannons and PSG's a good combination but I dont want my race ranking Plumeting.
This is not a question specific to Bayamons I want to know how the AI does with PSG's and Ion cannons on any ship.
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http://www.egosoft.com/x2/forum/viewtopic.php?t=73689 The New and Improved Ultimate Guide to Everything
http://www.egosoft.com/x2/forum/viewtopic.php?t=73689 The New and Improved Ultimate Guide to Everything
If you're in the same sector as the ship, you're in trouble - it will hit friendlies a lot, probably more than you would yourself, since the AI doesn't pay too close attention to that. If you're in a different sector (i.e. OOS) then it doesn't matter, because the area-of-effect is not calculated in OOS combat. Unfortunately, in OOS, these weapons aren't so great, and standard guns usually fare better.
M. "Apoch" Lewis
EGOSOFT Programmer
(and Holy Prophet of Douglas Adams)
EGOSOFT Programmer
(and Holy Prophet of Douglas Adams)
- Pirate Hunter
- Posts: 715
- Joined: Wed, 22. Sep 04, 20:44
So sell bayamons rather than Repair and Equip.
Oh well guess Ill just have to keep building up my stock of Orinoccos.
Oh well guess Ill just have to keep building up my stock of Orinoccos.
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http://www.egosoft.com/x2/forum/viewtopic.php?t=73689 The New and Improved Ultimate Guide to Everything
http://www.egosoft.com/x2/forum/viewtopic.php?t=73689 The New and Improved Ultimate Guide to Everything
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- Moderator (English)
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- Joined: Tue, 30. Mar 04, 12:28
Hello,
I though about this issue mainly in relation to wingmen with ICs in order to get combat assistance form a wingman who could not deal the final blow and so prevent me getting a rank bonus or Police Licence payment.
If you engage an AI pirate or other combat ship (not sure about traders), it will follow you rather than fly away. So to get around the problem of system collateral damage, leave you wingman(s) 10km or so above or below the system plane (the 2d grid between jump gates) then engage a ship and let it chase you towards you waiting wingmen. This should get you out of weapons range of 3rd parties as AI ships tend to travel in straight lines between gates and/or stations. Keep an eye on where the fight moves as you might end up back near the plane again...
Having said all that, eventually your AI ship with ICs or PSGs will hit you by accident and that will really pi#s you off...so I stopped using wingmen like this until I got myself M6s and destroyers with shields that can handle friendly fire!
On that note, I tried using Boron M6s with ICs like wingmen (via the protect me' command) to my Boron destroyer (with PPCs) to help me take out Khaak destroyers. Sadly I found to my disappointment that although they fire the IC as the approach Khaak destroyers, the M6 pulled out of the attack to avoid a collision BEFORE the ICs got into range... A Paranid destroyer with PSGs, PPCs and gunnery scripts is a much better alternative for destroyer-destroyer combat. If you don't like PSGs, using Argon M6s with HEPTs are useful wingmen against destroyers.
Sparky
I though about this issue mainly in relation to wingmen with ICs in order to get combat assistance form a wingman who could not deal the final blow and so prevent me getting a rank bonus or Police Licence payment.
If you engage an AI pirate or other combat ship (not sure about traders), it will follow you rather than fly away. So to get around the problem of system collateral damage, leave you wingman(s) 10km or so above or below the system plane (the 2d grid between jump gates) then engage a ship and let it chase you towards you waiting wingmen. This should get you out of weapons range of 3rd parties as AI ships tend to travel in straight lines between gates and/or stations. Keep an eye on where the fight moves as you might end up back near the plane again...
Having said all that, eventually your AI ship with ICs or PSGs will hit you by accident and that will really pi#s you off...so I stopped using wingmen like this until I got myself M6s and destroyers with shields that can handle friendly fire!
On that note, I tried using Boron M6s with ICs like wingmen (via the protect me' command) to my Boron destroyer (with PPCs) to help me take out Khaak destroyers. Sadly I found to my disappointment that although they fire the IC as the approach Khaak destroyers, the M6 pulled out of the attack to avoid a collision BEFORE the ICs got into range... A Paranid destroyer with PSGs, PPCs and gunnery scripts is a much better alternative for destroyer-destroyer combat. If you don't like PSGs, using Argon M6s with HEPTs are useful wingmen against destroyers.
Sparky
- Pirate Hunter
- Posts: 715
- Joined: Wed, 22. Sep 04, 20:44
I regualy hit my wingmen with my Ion Cannon, as they always get in the way. Will this cause any actual permenant damage to my Wingmen's Ships.
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http://www.egosoft.com/x2/forum/viewtopic.php?t=73689 The New and Improved Ultimate Guide to Everything
http://www.egosoft.com/x2/forum/viewtopic.php?t=73689 The New and Improved Ultimate Guide to Everything
I dont use wingmen but I guess that it will damage equipment in the same way it does to NPC ships.
Al
Al
X2 Capture Guru - X3:TC Noob
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