New Sirokos?

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DirkHardpec
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New Sirokos?

Post by DirkHardpec » Mon, 14. Jun 21, 00:00

Just noticed that the Sirokos in FL now comes with a frontal turret with 8 slots for lasers (PBE, PRG, or IPG) and was wondering if this is worth picking up now. In TC and AP, it only had the rear turret and couldn't carry heavier missiles, so you basically had to use 2 ships to cap with it and (IMO) wasn't worth the trouble.


Now that can you strip, or at least suppress, shields with it, I'm wondering if it's worth the buy. Has anybody tried it out and can tell me if it's worth the price?

Ezendeir
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Re: New Sirokos?

Post by Ezendeir » Mon, 14. Jun 21, 00:19

DirkHardpec wrote:
Mon, 14. Jun 21, 00:00
Just noticed that the Sirokos in FL now comes with a frontal turret with 8 slots for lasers (PBE, PRG, or IPG) and was wondering if this is worth picking up now. In TC and AP, it only had the rear turret and couldn't carry heavier missiles, so you basically had to use 2 ships to cap with it and (IMO) wasn't worth the trouble.


Now that can you strip, or at least suppress, shields with it, I'm wondering if it's worth the buy. Has anybody tried it out and can tell me if it's worth the price?
It's definitely worth it but keep in mind Pirate Capitals can strip the shields faster (The Carrack is perfect for this, small and agile, very maneuverable and you can dodge shots quite easily with it).
The Sirokos however in FL gets access to at least 15-20 more marines than the Capitals and, most importantly, Flail Missiles. IPGs+Flails can get the job done too. Also, 210 m/s is nothing to scoff at.
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Deianeira
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Re: New Sirokos?

Post by Deianeira » Mon, 14. Jun 21, 00:24

It's only useful for boarding Xenon ships, where you have to send reinforcements between decks. It holds 50 Marines vs 28 for the other M7Ms. To get the Sirokos, you have to be enemies with half the galaxy though (or was that the Aquilo?).

Midnightknight
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Re: New Sirokos?

Post by Midnightknight » Mon, 14. Jun 21, 01:00

Just went modified to test it and it's a lot of fun. Really fast and able to deal with fighters easily.

It's a really fun escort ship now, still need to see if the IA will use it like this or send it stupidly at close combat against capitals. Will add it to my main fleet anyway, might be my command ship.

DirkHardpec
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Re: New Sirokos?

Post by DirkHardpec » Mon, 14. Jun 21, 02:08

Ezendeir wrote:
Mon, 14. Jun 21, 00:19
It's definitely worth it but keep in mind Pirate Capitals can strip the shields faster (The Carrack is perfect for this, small and agile, very maneuverable and you can dodge shots quite easily with it).
The Sirokos however in FL gets access to at least 15-20 more marines than the Capitals and, most importantly, Flail Missiles. IPGs+Flails can get the job done too. Also, 210 m/s is nothing to scoff at.
The new speed stuck out to me too, but I didn't even notice it can launch flails now on top of the additional turret. This is looking better and better.
Deianeira wrote:
Mon, 14. Jun 21, 00:24
It's only useful for boarding Xenon ships, where you have to send reinforcements between decks. It holds 50 Marines vs 28 for the other M7Ms. To get the Sirokos, you have to be enemies with half the galaxy though (or was that the Aquilo?).
Not a fan of boarding Xenon ships. I always seem to lose a good chunk of marines and the time invested in training them is worth more to me than the ship, but having the option is nice.

Also, I'm guessing you're thinking of the Aquilo since you need more rep than the Boreas to buy it.
Midnightknight wrote:
Mon, 14. Jun 21, 01:00
Just went modified to test it and it's a lot of fun. Really fast and able to deal with fighters easily.

It's a really fun escort ship now, still need to see if the IA will use it like this or send it stupidly at close combat against capitals. Will add it to my main fleet anyway, might be my command ship.
Sounds promising, think I'm leaning towards getting it. I'll see where I am once I have the money for one again.

Chull
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Re: New Sirokos?

Post by Chull » Mon, 14. Jun 21, 13:59

I was tempted by the new Sirokos myself when I saw the speed.

However when I used the ship comparison tool and set it to all ships, ion disruptor for lasers and boarding pods for missles 4 options (in my game anyway) came up.

So although the Sir. is faster and has much more cargo hold and more marine capacity I have found the Akurei from the Yaki to be preferable, for a few reasons.

1. The main reason, it can mount ion disruptors up front on main guns not a turret. This means I can strip guns and equipment off any target, no more hull poloriser, firewall or sentry lasers.

2. Beam weapons. I love me some beam weapons, and as I found on the maruader, even one on either side, and Akurei has two, is enough to kill fighters very quickly after they got zapped buy your ion disruptors.

3. Can carry 3 other M3 or smaller ships, so I have spare jumpdrives I can whizz over to a new successful capture and get it out of danger, right under the noses of other enemy ships in the system.

I would go for the Sirokos if it had the ID up front not on the back turret, as the IPG do a lot more damage to the hull and I'm not sure if they strip equipment from a target as well as IDs do.

So a big shoutout to my Yaki M7 "Hijack McCrack" which I got lucky and captured with a spacewalk from my marauder "Jolly Rodger".

Akurei is now my favourite boarding ship so far in any X game.
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Midnightknight
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Re: New Sirokos?

Post by Midnightknight » Mon, 14. Jun 21, 14:28

Yeah Ion disruptors missing in front turret is a weakness, but as you need to be really close to use them, i wonder if it's not more interesting to use some fighters to do the work.

For fighters, i don't really see the issue, you have FAA that is way better than any beam weapon against fighters and you have ... Well fails! They are the perfect anti swarm missiles with auto retargeting. You shot 1 fail on each M3 see how they are vaporized and how the remaining missiles of the swarm will automatically attack all the M4 and M5 around.

I don't think it's a player ship, but more an escort/command ship when in a small or big fleet. If you go for capping ships, take something heavy shielded to take the hits, fire a few flails to deal with the escort and when your bait ship had removed the shields/defenses of your prey, send the pods, reinforce if needed. Having 50 marines and how many pods you can bring, you can even make a few successive boarding in a row or even at the same time lol.

More a ship i will use when correctly prepared with all the logistics and when attempting to get ATF/Xenon ships that are quite harder to get. I don't think you can board an "I" easily without this ship. (If we can call this easily)

Chull
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Re: New Sirokos?

Post by Chull » Mon, 14. Jun 21, 15:28

Well I did all that capping with missile M7ms in X3Tc so Flails and hammers are kind of dull to use now, getting in range to use the ion disruptors though is fun.

The beam weapons are on 2 turrets and Flak is on the other 2 turrets of my Akurei, and ID up front on main guns. Enemy fighters get eaten from 6km by the plasma beams and any fighters or missiles that get closer get a volley of flak in their face.

I have sort of found a new technique for capping, if I keep at 5km range my beam weapons will keep shooting the shields down while I dodge the PPC shots from capital ships, which is pretty easy at 5km away as they travel so slowly, then fire pods at less than 5% shields and switch off turrets when they are done cutting the hull.

If flails were new to me then I might enjoy them, but as it is they're sort of oldskool to me and done to death.
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ubuntufreakdragon
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Re: New Sirokos?

Post by ubuntufreakdragon » Mon, 14. Jun 21, 15:33

Who needs iond's to remove some eqipment, some massed IRE's from combat drones are much more comfortable to use for such tasks.
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atroces
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Re: New Sirokos?

Post by atroces » Tue, 15. Jun 21, 00:12

Chull wrote:
Mon, 14. Jun 21, 13:59

3. Can carry 3 other M3 or smaller ships, so I have spare jumpdrives I can whizz over to a new successful capture and get it out of danger, right under the noses of other enemy ships in the system.
Why would you not use the new jumpdrive kits? You can carry several in cargo and just activate them after transferring them to the remote ships and don't have to worry about reequipping your fighters.

Chull
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Re: New Sirokos?

Post by Chull » Tue, 15. Jun 21, 09:19

ubuntufreakdragon wrote:
Mon, 14. Jun 21, 15:33
Who needs iond's to remove some eqipment, some massed IRE's from combat drones are much more comfortable to use for such tasks.
I'm just trying to keep hull damage to a minimum, and I could be wrong, but IDs do the least hull damage. Which combat drones do you use and how many? I'll give it a try.
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Chull
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Re: New Sirokos?

Post by Chull » Tue, 15. Jun 21, 09:21

atroces wrote:
Tue, 15. Jun 21, 00:12
Chull wrote:
Mon, 14. Jun 21, 13:59

3. Can carry 3 other M3 or smaller ships, so I have spare jumpdrives I can whizz over to a new successful capture and get it out of danger, right under the noses of other enemy ships in the system.
Why would you not use the new jumpdrive kits? You can carry several in cargo and just activate them after transferring them to the remote ships and don't have to worry about reequipping your fighters.
This is the thing, I've seen these mentioned in the ships menu but have yet to find or manufacture them myself naturally, I want to try all the new stuff out. So how do you go about getting some of the equipment kits, jumpdrive ones in particular?
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Ramdat
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Re: New Sirokos?

Post by Ramdat » Tue, 15. Jun 21, 09:33

Chull wrote:
Tue, 15. Jun 21, 09:21
This is the thing, I've seen these mentioned in the ships menu but have yet to find or manufacture them myself naturally, I want to try all the new stuff out. So how do you go about getting some of the equipment kits, jumpdrive ones in particular?
You can buy Jumpdrive Installation Kits from Terracorp HQ in the Home of Light Alpha sector.

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ubuntufreakdragon
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Re: New Sirokos?

Post by ubuntufreakdragon » Tue, 15. Jun 21, 13:47

Chull wrote:
Tue, 15. Jun 21, 09:19
ubuntufreakdragon wrote:
Mon, 14. Jun 21, 15:33
Who needs iond's to remove some eqipment, some massed IRE's from combat drones are much more comfortable to use for such tasks.
I'm just trying to keep hull damage to a minimum, and I could be wrong, but IDs do the least hull damage. Which combat drones do you use and how many? I'll give it a try.
The basic ones with IRE's, bigships have so much hull you will likely only get it to 99% which will Iond do, too, you marines will still be the major concern here.
How much depends on the anti fighter equipment of your enemy, M2 ~50 M7,M1 ~30.
There is a nice side effect to the drones, once the target is yours, your drones can distract any escorts/reinforcements.
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Chull
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Re: New Sirokos?

Post by Chull » Tue, 15. Jun 21, 13:59

Ramdat wrote:
Tue, 15. Jun 21, 09:33
Chull wrote:
Tue, 15. Jun 21, 09:21
This is the thing, I've seen these mentioned in the ships menu but have yet to find or manufacture them myself naturally, I want to try all the new stuff out. So how do you go about getting some of the equipment kits, jumpdrive ones in particular?
You can buy Jumpdrive Installation Kits from Terracorp HQ in the Home of Light Alpha sector.
Yeah, they sort of hate my guts, guess I got to get the agents on the case to butter up Terracorp.

Thank you for the info
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Deianeira
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Re: New Sirokos?

Post by Deianeira » Tue, 15. Jun 21, 21:59

Chull wrote:
Tue, 15. Jun 21, 13:59

Yeah, they sort of hate my guts, guess I got to get the agents on the case to butter up Terracorp.

Thank you for the info
Use 'Steal Equipment' with your agents instead. Terracorp rep (need Rank 6) will be lost again quickly and buying hundreds of kits for all future captures will cost a fortune. You don't want to go back to not using those kits... :wink:

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