For me, bails happened at 86% (with the SABRE not even getting red) and 0% (at one digit hull numbers).
But never ever did I had a bail on (any) ship, whose equipement was reduced to just one shield by weapon fire (or IonD-usage).
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For me, bails happened at 86% (with the SABRE not even getting red) and 0% (at one digit hull numbers).
yes thats why i found out its faster to just reload when it turns red after first MD salvo + ID salvo to 0% shield instead to continue firing ID on it after it doesnt bail at this point. also i never could reduce it tech with ID. yesterday i had a 1 hour try to bail one where i scanned at the start and after a hour and it stil had the same equipment.
Argh... I forgot about the CBS (mostly) preventing damage to equipement.
well i listend to a 6 hour podcast of richard medhurst. i literally fought 1 sabre prob. more then 1 hour until i ws interrupted by pirates. i was interested to see when they bail thats why i literally continued to shoot at him. sometimes continues fire. sometimes wait until his shield reloads. at least i can see, i could not fry his techs. thats why i said i reload brings more. the bail change is def. not determined by entering the sector, or else my save reload would not work!DanKara wrote: ↑Tue, 29. Mar 22, 10:46Argh... I forgot about the CBS (mostly) preventing damage to equipement.
I had bails from IonD-usage on the HephCorp-Sabre, but those were rare and in no way predictiable. After all its just RNG. At one time I was so frustated on that mini-game, that I used 2x CIG on a Sabre to get rid of him - and much to my suprise he then bailed.
(I have next to no expierence with MassDriver+Combos, as my usual playership (Hyperion, Maru) don't support those. My usual escape pod (BlastclawProto) does, but rarely has the weapon or ammo. No luck the few times I tried.)
Thought myself patient, but I would never have toyed with one Sabre for a whole hour (in the same load-session?). I think, the longest took me around 45 min (with multiple re-loads) and I averaged mostly at 10-minutes-sessions. My 'point to save' is the moment the sabre appears in sector. Might be superstition, but I think even the first contact (to get his aggro) makes a difference...
Additionally, now that you have atleast one jump beacon , you can multiply it via Memory Hacking .
mhooma wrote: ↑Tue, 29. Mar 22, 16:32well i listend to a 6 hour podcast of richard medhurst. i literally fought 1 sabre prob. more then 1 hour until i ws interrupted by pirates. i was interested to see when they bail thats why i literally continued to shoot at him. sometimes continues fire. sometimes wait until his shield reloads. at least i can see, i could not fry his techs. thats why i said i reload brings more. the bail change is def. not determined by entering the sector, or else my save reload would not work!DanKara wrote: ↑Tue, 29. Mar 22, 10:46Argh... I forgot about the CBS (mostly) preventing damage to equipement.
I had bails from IonD-usage on the HephCorp-Sabre, but those were rare and in no way predictiable. After all its just RNG. At one time I was so frustated on that mini-game, that I used 2x CIG on a Sabre to get rid of him - and much to my suprise he then bailed.
(I have next to no expierence with MassDriver+Combos, as my usual playership (Hyperion, Maru) don't support those. My usual escape pod (BlastclawProto) does, but rarely has the weapon or ammo. No luck the few times I tried.)
Thought myself patient, but I would never have toyed with one Sabre for a whole hour (in the same load-session?). I think, the longest took me around 45 min (with multiple re-loads) and I averaged mostly at 10-minutes-sessions. My 'point to save' is the moment the sabre appears in sector. Might be superstition, but I think even the first contact (to get his aggro) makes a difference...
Additionally, now that you have atleast one jump beacon , you can multiply it via Memory Hacking .
on another note: i gone on a boarding spree in yaki territory. to my surprise and to my failure the captured ships failed to move to the next sector or shipyard. i commanded them to move to the next paranid shiphyard and they moved down further into yaki territory?!!!?
That's due to Cargo Bay Shielding. If you blast a de-shielded ship with IDs for a whole minute and it loses no equipment, it's got CBS. Forget the IDs and switch weapons if you still want to bail the ship.
Does that apply to all games since X2?
I had one whose destination was a silicon mine in one of my complexes because it was one of the Duke's freighters in a sector I was claiming. Docking at the complex hub didn't cut it so my next stop was the training barracks!BrigandPhantos77 wrote: ↑Tue, 21. Jun 22, 10:17What also helps is having extra ships hitting NPC ships. For some reason I have great luck with Xenon fighters. If only I had this luck on AP for that Beryll Research mission. I've also found success lobbing mosquito missiles at targets currently being pounded by other AI ships who happen to be into hull damage.
And if they are super rare to bail for you, try to remember to take your new forced passenger aka prisoner's with jobs, to there requested destination instead of the training barracks or pirate base for enslavement.