Ships not attacking while in sector

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BrigandPhantos77
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Re: Ships not attacking while in sector

Post by BrigandPhantos77 » Wed, 4. Oct 23, 13:49

DanKara wrote:
Wed, 4. Oct 23, 07:39


Regarding LFL-Loot not uncovered. Usually I fly to the given coord. via autopilot. When my ship gets near and starts to slow I start the 'Search for Target' [t-key for me] and it usually finds the crate with out to much trouble.
I was unfortunate enough that this didn't work for me. It was really glitched. The script could find it fine, but no method let me target it. When I head to these things, targeting is the first thing I activate once I got 3 full bars.
Peace is a state of mind!
War is absolute!
~ Phantos ~

BrigandPhantos77
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Re: Ships not attacking while in sector

Post by BrigandPhantos77 » Wed, 4. Oct 23, 14:26

Sovereign01 wrote:
Wed, 4. Oct 23, 03:59

I'm having that exact issue in Maelstrom Beta, even when I tell the ship to navigate to those co-ordinates (-12.748, -37.41, 17.751) via the autopilot. Didn't seem to like me entering the co-ordinates manually, whether it's because it's 3 decimal places or 2 of the values are negative so I had to use the map and tell the ship to move as close as it could. I thought with the sheer size of the Valhalla I'd have a greater chance of hitting it but no such luck. After this I should send it to Getsu Fune, seems it's missing some equipment :lol:

EDIT: Finally got it by again telling the ship where to go on the map since it hadn't gone to the right spot, and as it was turning I got the message "Cargo bay now contains: rudder optimisation" :lol:
Identical system and issue for me. I did get a few more of those a while later, but you can expect mostly Discovery / Special Discoveries at this point.
Peace is a state of mind!
War is absolute!
~ Phantos ~

Sovereign01
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Re: Ships not attacking while in sector

Post by Sovereign01 » Wed, 4. Oct 23, 18:56

BrigandPhantos77 wrote:
Wed, 4. Oct 23, 14:26
Sovereign01 wrote:
Wed, 4. Oct 23, 03:59

I'm having that exact issue in Maelstrom Beta, even when I tell the ship to navigate to those co-ordinates (-12.748, -37.41, 17.751) via the autopilot. Didn't seem to like me entering the co-ordinates manually, whether it's because it's 3 decimal places or 2 of the values are negative so I had to use the map and tell the ship to move as close as it could. I thought with the sheer size of the Valhalla I'd have a greater chance of hitting it but no such luck. After this I should send it to Getsu Fune, seems it's missing some equipment :lol:

EDIT: Finally got it by again telling the ship where to go on the map since it hadn't gone to the right spot, and as it was turning I got the message "Cargo bay now contains: rudder optimisation" :lol:
Identical system and issue for me. I did get a few more of those a while later, but you can expect mostly Discovery / Special Discoveries at this point.
I'd used the all-seeing eye to collect 3 special discoveries before that, have to see what spawns in their place or whether that Valhalla is as fast and agile as it's going to get. I did find out that I can use an M6 to tow it around at 80m/s, I was already using a Hyperion to enter a sector ahead of the Valhalla and dropping a jump beacon to call it in, then scooping up the beacon and docking. Once it gets all its gear from the docks in Getsu Fune I'll be able to use it more :lol: Just 5% more before I gain a combat rank :mrgreen:

BrigandPhantos77
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Re: Ships not attacking while in sector

Post by BrigandPhantos77 » Thu, 5. Oct 23, 12:08

Sovereign01 wrote:
Wed, 4. Oct 23, 18:56

I'd used the all-seeing eye to collect 3 special discoveries before that, have to see what spawns in their place or whether that Valhalla is as fast and agile as it's going to get. I did find out that I can use an M6 to tow it around at 80m/s, I was already using a Hyperion to enter a sector ahead of the Valhalla and dropping a jump beacon to call it in, then scooping up the beacon and docking. Once it gets all its gear from the docks in Getsu Fune I'll be able to use it more :lol: Just 5% more before I gain a combat rank :mrgreen:
I pretty much got everything I need to equip a ship at my own docks now. The only thing I need to get is Turbo Mk2. Strong Arms have had an aggression timer longer than I can imagine. So I can't get it from them. And for some reason, they will 'Not" leave the hub alone. :rant: No part of the hub goes anywhere near them or split space. They go out of there way to cycle through it. :rant: I have one entrance between Neptune / Brennan's Triumph delta. One between Void / Holy Vision. And the last is Unseen Domain / Unclaimed. I constantly get "one of your ships is under attack - Xenon Hub". :evil:

(Trying to be colorful there with the emoji's :D ).

I'm tempted to stick one set up at XS 534 / Unclaimed up past Getsu Fune, but that would invite the Xenon into it.

Thankfully, an Ariadne pissed off the Terrans, and it now has 1 Odin, 6 Aegir, about 20 Vali(not an exaggeration), 1 Yokohama, and they don't seem to want to leave. Attacking everything in site. I could probably leave it to them to defend it for now.

Oh and if anyone is interested.....

Discovery point costs (near estimates)
Tyr - 20.5 million :rant:
Kyoto - 15.5 million :rant:
Yokohama - 3.5 million :gruebel: :D

I added at least one of those. Watching out for the other's to buy as well. Can you tell which one I got? :lol:

And its 10 special discoveries per 1.1 million discovery points.

I got 2 jump beacons. I'm going to end up using one to grab ships at some point. I'm trying to buy as much as I can before sticking it to the Terran's. Valhalla is cycling between The Moon, and Mars. I almost always get a game with Jump Beacons there. Terran's are greedy with those things. :mrgreen:

Only fighter I don't have now is the Fenrir. Hoping to nab it from Explorers. But poppin Strong Arms took me from 24% to almost 39% on 3 green bars. Takes 4 green to get the Fenrir.
Peace is a state of mind!
War is absolute!
~ Phantos ~

Sovereign01
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Re: Ships not attacking while in sector

Post by Sovereign01 » Fri, 6. Oct 23, 04:14

BrigandPhantos77 wrote:
Thu, 5. Oct 23, 12:08
Sovereign01 wrote:
Wed, 4. Oct 23, 18:56

I'd used the all-seeing eye to collect 3 special discoveries before that, have to see what spawns in their place or whether that Valhalla is as fast and agile as it's going to get. I did find out that I can use an M6 to tow it around at 80m/s, I was already using a Hyperion to enter a sector ahead of the Valhalla and dropping a jump beacon to call it in, then scooping up the beacon and docking. Once it gets all its gear from the docks in Getsu Fune I'll be able to use it more :lol: Just 5% more before I gain a combat rank :mrgreen:
I pretty much got everything I need to equip a ship at my own docks now. The only thing I need to get is Turbo Mk2. Strong Arms have had an aggression timer longer than I can imagine. So I can't get it from them. And for some reason, they will 'Not" leave the hub alone. :rant: No part of the hub goes anywhere near them or split space. They go out of there way to cycle through it. :rant: I have one entrance between Neptune / Brennan's Triumph delta. One between Void / Holy Vision. And the last is Unseen Domain / Unclaimed. I constantly get "one of your ships is under attack - Xenon Hub". :evil:

(Trying to be colorful there with the emoji's :D ).

I'm tempted to stick one set up at XS 534 / Unclaimed up past Getsu Fune, but that would invite the Xenon into it.

Thankfully, an Ariadne pissed off the Terrans, and it now has 1 Odin, 6 Aegir, about 20 Vali(not an exaggeration), 1 Yokohama, and they don't seem to want to leave. Attacking everything in site. I could probably leave it to them to defend it for now.

Oh and if anyone is interested.....

Discovery point costs (near estimates)
Tyr - 20.5 million :rant:
Kyoto - 15.5 million :rant:
Yokohama - 3.5 million :gruebel: :D

I added at least one of those. Watching out for the other's to buy as well. Can you tell which one I got? :lol:

And its 10 special discoveries per 1.1 million discovery points.

I got 2 jump beacons. I'm going to end up using one to grab ships at some point. I'm trying to buy as much as I can before sticking it to the Terran's. Valhalla is cycling between The Moon, and Mars. I almost always get a game with Jump Beacons there. Terran's are greedy with those things. :mrgreen:

Only fighter I don't have now is the Fenrir. Hoping to nab it from Explorers. But poppin Strong Arms took me from 24% to almost 39% on 3 green bars. Takes 4 green to get the Fenrir.
I need to check if I need to get that, my history with Strong Arms isn't great as of late. Their taking potshots at my satellites means any of their ships that get near mine don't last very long! :lol: Though it's the Paranid that hate me the most, I don't need them because I got the plans for the docking computer so when I send a ship to GF to get kitted out I can skip the Paranid EQD :mrgreen:

I do get Strong Arms passing through the Hub space, because all my ships are either at the top or bottom of the sector they don't come into contact with one another. And none of them are smaller than an M7.

I have seen instances of 20 Vali myself, I can't remember which Terran sector this was in but it was part of a battlegroup of Aegirs and an Odin. I do recall using an M7M to destroy them all before reloading. :lol:

The Terran jump beacons are smart, they only let me jump to their space when I'm on good terms with the Terrans. Now that I have my own jump beacons to play with, if I want to show up in a Terran sector that lacks one I can send an advanced Kestrel to place one of my own. I might yet do that if a Woden ever actually spawns :mrgreen:

There is a way of obtaining multiple beacons without fighting anything bigger than an M4, you know :wink: :mrgreen: I've placed one at the hub of each of my complexes, and two in the xenon hub. One is up high near the gate hub itself, the other down low by the HQ, so ships that jump in aren't sharing the gates with everyone else and when OOS they get to their destination almost instantly. Which when it's a fresh capture is a big difference! :lol:

BrigandPhantos77
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Re: Ships not attacking while in sector

Post by BrigandPhantos77 » Fri, 6. Oct 23, 18:41

Sovereign01 wrote:
Fri, 6. Oct 23, 04:14

I need to check if I need to get that, my history with Strong Arms isn't great as of late. Their taking potshots at my satellites means any of their ships that get near mine don't last very long! :lol: Though it's the Paranid that hate me the most, I don't need them because I got the plans for the docking computer so when I send a ship to GF to get kitted out I can skip the Paranid EQD :mrgreen:

I do get Strong Arms passing through the Hub space, because all my ships are either at the top or bottom of the sector they don't come into contact with one another. And none of them are smaller than an M7.

I have seen instances of 20 Vali myself, I can't remember which Terran sector this was in but it was part of a battlegroup of Aegirs and an Odin. I do recall using an M7M to destroy them all before reloading. :lol:

The Terran jump beacons are smart, they only let me jump to their space when I'm on good terms with the Terrans. Now that I have my own jump beacons to play with, if I want to show up in a Terran sector that lacks one I can send an advanced Kestrel to place one of my own. I might yet do that if a Woden ever actually spawns :mrgreen:

There is a way of obtaining multiple beacons without fighting anything bigger than an M4, you know :wink: :mrgreen: I've placed one at the hub of each of my complexes, and two in the xenon hub. One is up high near the gate hub itself, the other down low by the HQ, so ships that jump in aren't sharing the gates with everyone else and when OOS they get to their destination almost instantly. Which when it's a fresh capture is a big difference! :lol:
Beacons - Heh, split beacons are not so smart. They let me blow 2 of them up with poltergeist missiles. I couldn't get close to one with guns as it had 2 lasertower's guarding it. For me that fleet finally left. It went to Brennan's Triumph delta. :D Bye bye fellow Terran's. :mrgreen:

I finally got my Fenrir though. Explorer's Guild has been very fruitful since I opened them up.

I had to shut down my whole infrastructure to stop my rep from constantly dropping. Although I do on rare instance see the rep pop up with an increase for Argon / Boron - Terran's drop. That is, until I remembered having a small fleet in Interworlds. Oops :( :gruebel: :roll: Guess it was still doing its defensive role.

I might have to. Only beacon carriers left are RRS Argon, Boron and Paranid. At least according to all seeing eye. And I'm not gonna hit them anytime soon. I need to raise Paranid without dropping my Terran's too badly. I'm gonna let OTAS and Atreus tank though. I'm hoping to get Paranid and Terran's up to the point where I can buy capitals, without letting Argon or Boron go hostile. Once I got all BPs from Terran's that can be purchased, along with factories I need for supplies, all will be good.

At some point I am going to use my first game save and do a pirate play. I saved it right after using the beacon duplication exploit, prior to them patching it. I think I have like 30 / 40 jump beacons? Don't remember the exact count. I sold some via shipyard / ship to get a starting fund.

Oh, all seeing eye is very handy for finding all Nividium roids. :D
Peace is a state of mind!
War is absolute!
~ Phantos ~

OrionTaltos
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Re: Ships not attacking while in sector

Post by OrionTaltos » Tue, 10. Oct 23, 03:35

Strong Arms would last a lot longer if they were set to Attack Target and not Attack Enemies, ha! Almost feels worth it to do a tweak to upgrade their ships to better fighter software so they can be defaulted to Protect Ship at least. I'm pretty sure they're locked in at 24 hours aggression timer for me. And they're going to stay that way. :twisted:

Since they seem to be high tech traders, they travel far and wide which makes the Hub a super attractive path. There was a time I used to ignore them. But they got into tumbles with my shipping a couple of times while I happened to be in the same sector because of their weapon setup.... So 'little' hostile became warping a response fleet onto them and telling my ships to vaporize them forever since :mrgreen:
Arrow + Auto-Pillok + SETA = White Knuckle Terror

BrigandPhantos77
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Re: Ships not attacking while in sector

Post by BrigandPhantos77 » Tue, 10. Oct 23, 05:30

OrionTaltos wrote:
Tue, 10. Oct 23, 03:35
Strong Arms would last a lot longer if they were set to Attack Target and not Attack Enemies, ha! Almost feels worth it to do a tweak to upgrade their ships to better fighter software so they can be defaulted to Protect Ship at least. I'm pretty sure they're locked in at 24 hours aggression timer for me. And they're going to stay that way. :twisted:

Since they seem to be high tech traders, they travel far and wide which makes the Hub a super attractive path. There was a time I used to ignore them. But they got into tumbles with my shipping a couple of times while I happened to be in the same sector because of their weapon setup.... So 'little' hostile became warping a response fleet onto them and telling my ships to vaporize them forever since :mrgreen:
Sadly, the hub is now a death trap for the Strong Arms for me. :twisted: Along with any Argon, Split, Boron or Paranid who enter at the wrong time. (Those mean Terrans! :lol: ) If they aren't popped by my wall of M7 in there, they get popped by an Odin and it's escorts. It likes to cross between Neptune and its commonwealth counterpart. With an occasional stop at it's neighbor to buy energy cells from my Equipment Dock. It keeps engaging the big attacking fleet (final Terran battle).

I've gone into there core sector a few times and emptied it.... like completely..... ships and stations. :D :twisted:
Peace is a state of mind!
War is absolute!
~ Phantos ~

OrionTaltos
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Re: Ships not attacking while in sector

Post by OrionTaltos » Tue, 10. Oct 23, 17:03

BrigandPhantos77 wrote:
Tue, 10. Oct 23, 05:30
OrionTaltos wrote:
Tue, 10. Oct 23, 03:35
Strong Arms would last a lot longer if they were set to Attack Target and not Attack Enemies, ha! Almost feels worth it to do a tweak to upgrade their ships to better fighter software so they can be defaulted to Protect Ship at least. I'm pretty sure they're locked in at 24 hours aggression timer for me. And they're going to stay that way. :twisted:

Since they seem to be high tech traders, they travel far and wide which makes the Hub a super attractive path. There was a time I used to ignore them. But they got into tumbles with my shipping a couple of times while I happened to be in the same sector because of their weapon setup.... So 'little' hostile became warping a response fleet onto them and telling my ships to vaporize them forever since :mrgreen:
Sadly, the hub is now a death trap for the Strong Arms for me. :twisted: Along with any Argon, Split, Boron or Paranid who enter at the wrong time. (Those mean Terrans! :lol: ) If they aren't popped by my wall of M7 in there, they get popped by an Odin and it's escorts. It likes to cross between Neptune and its commonwealth counterpart. With an occasional stop at it's neighbor to buy energy cells from my Equipment Dock. It keeps engaging the big attacking fleet (final Terran battle).

I've gone into there core sector a few times and emptied it.... like completely..... ships and stations. :D :twisted:
I only eliminated the defense stations. And all the ships.... It wasn't entirely my intention. But I wanted to capture a Panther, Raptor, and Elephant for engineering :D
It was a little dicey since the Panther escorts really didn't want to split with the Raptor. So I had to cripple or destroy them. Fighters are a lot easier to draw into a direct attack. Luckily my Carrack has Turbo MK2 because I got it beat on for my captures.

In the hub sector, I have a tanker called Scooper whose job is just to continue collecting debris. I check if it's full on occasion and send it to unload to the hub itself. That stuff is naturally distributed or sold from there. The primary races are safe and happy to cross through. The laser towers, Brigantines, and several captured M7s do the rest. Occasionally one of the two On Call fleets hang out there as well.

I've considered shifting one of my gate interceptions to Neptune and stir some trouble. In my next playthrough (quite a ways off), I think I'm going to actually setup for the big fight instead of just hiding elsewhere while it does its thing.
Arrow + Auto-Pillok + SETA = White Knuckle Terror

BrigandPhantos77
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Re: Ships not attacking while in sector

Post by BrigandPhantos77 » Tue, 10. Oct 23, 20:24

OrionTaltos wrote:
Tue, 10. Oct 23, 17:03

I only eliminated the defense stations. And all the ships.... It wasn't entirely my intention. But I wanted to capture a Panther, Raptor, and Elephant for engineering :D
It was a little dicey since the Panther escorts really didn't want to split with the Raptor. So I had to cripple or destroy them. Fighters are a lot easier to draw into a direct attack. Luckily my Carrack has Turbo MK2 because I got it beat on for my captures.

In the hub sector, I have a tanker called Scooper whose job is just to continue collecting debris. I check if it's full on occasion and send it to unload to the hub itself. That stuff is naturally distributed or sold from there. The primary races are safe and happy to cross through. The laser towers, Brigantines, and several captured M7s do the rest. Occasionally one of the two On Call fleets hang out there as well.

I've considered shifting one of my gate interceptions to Neptune and stir some trouble. In my next playthrough (quite a ways off), I think I'm going to actually setup for the big fight instead of just hiding elsewhere while it does its thing.
I tried using LTs once to guard the gates. Apparently 12 LTs on a gate struggled to take out a split strong arms wing. So I switched to the M7s. They primarily are Threshers, Griffon Raiders and Cerberus with some M6 escorts.

I use an Ozias with multiple Mistrals and Enhanced Mercury. They got the speed I like but fill up quickly.

As far as the final battle goes with the Argon, be prepared for a lot of M2s. Mine finally completed, but the battle consisted of 6 Titans and 6 Rays for me. That was on the side of the Terrans.

Popping 1 Ray took me from 7 green bars to 2 red bars. (I don't count the white neutrals.) All I did was test it using a M7M to pop. Sent a barrage of hammers. Watched my rep get wiped out with 1 ship. I'd imagine the same is regardless of your side. It prompted me to seek a different method of dropping rep without tanking it. Enter, popped a Boron jump beacon instead. :mrgreen:

The upside of all events for me, I've aquired numerous Terran capital blueprints.... Sirokos (finally); had the rep down from everything else so I went for it. Sadly, 8 marines died taking it. :rant: But I'll live with it. Currently I got a Tokyo sitting docked at PHQ. Haven't decided on RE or not with it. Probably will when all is said and done. Got a Kyoto finished and rebuilding now. 19 hours to go. (2 at full SETA) It's gonna become my mobile command ship until I "borrow" the Valhalla from the Terrans to RE it. :D :lol:


Oh, this is purely for inspirational purposes. :twisted: >>> https://www.youtube.com/watch?v=GGU1P6lBW6Q
Theme for the operation. (Ride* of the Valkyries) Maybe I should use the fighter for keeping the shields down. I'd have to sacrifice quite a few though.
Peace is a state of mind!
War is absolute!
~ Phantos ~

OrionTaltos
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Re: Ships not attacking while in sector

Post by OrionTaltos » Tue, 10. Oct 23, 21:53

BrigandPhantos77 wrote:
Tue, 10. Oct 23, 20:24
I tried using LTs once to guard the gates. Apparently 12 LTs on a gate struggled to take out a split strong arms wing. So I switched to the M7s. They primarily are Threshers, Griffon Raiders and Cerberus with some M6 escorts.

I use an Ozias with multiple Mistrals and Enhanced Mercury. They got the speed I like but fill up quickly.

As far as the final battle goes with the Argon, be prepared for a lot of M2s. Mine finally completed, but the battle consisted of 6 Titans and 6 Rays for me. That was on the side of the Terrans.

Popping 1 Ray took me from 7 green bars to 2 red bars. (I don't count the white neutrals.) All I did was test it using a M7M to pop. Sent a barrage of hammers. Watched my rep get wiped out with 1 ship. I'd imagine the same is regardless of your side. It prompted me to seek a different method of dropping rep without tanking it. Enter, popped a Boron jump beacon instead. :mrgreen:

The upside of all events for me, I've aquired numerous Terran capital blueprints.... Sirokos (finally); had the rep down from everything else so I went for it. Sadly, 8 marines died taking it. :rant: But I'll live with it. Currently I got a Tokyo sitting docked at PHQ. Haven't decided on RE or not with it. Probably will when all is said and done. Got a Kyoto finished and rebuilding now. 19 hours to go. (2 at full SETA) It's gonna become my mobile command ship until I "borrow" the Valhalla from the Terrans to RE it. :D :lol:


Oh, this is purely for inspirational purposes. :twisted: >>> https://www.youtube.com/watch?v=GGU1P6lBW6Q
Theme for the operation. (Ride* of the Valkyries) Maybe I should use the fighter for keeping the shields down. I'd have to sacrifice quite a few though.
The towers I put were originally to wear down Ks. So I cover a gate with 24-70+. The 74 I put at Blackhole Sun lose up to 3 per breach with a factory whose job is to provide replacement. I lacked military might yet my economic might was 8)

Since it was a rigged battle, I didn't have any reason to waste rep since I wasn't wanting to lose with Boron/Argon and was trying to keep Terran open as long as I could. Terrans have an invincible ship during it. It was crazy flying through the Commonwealth capital ship swarm while it was assembling. It felt like 40 M1/M2 class ships. My next run that'll go the Pirate/Yaki route probably, then I'll actually make my goal actually getting into that fight on the Terran side. :twisted:

My Neptune / BT Delta raid scored me almost everything short of the capitals. The Lifters were surprisingly the best prize (though I need to be out of any system they operate in....). There was an Odin I wanted but I couldn't figure out a way to beat its Aegir defenders in a way that me and the Odin would also survive. I have M7Ms (just Cobra and Senshi hulls) being armed for next time.

Though that next time, I'm tempted to go deep and drop one of my short life jump beacons so I can bring a full force including the Aran for ship pickup. Use this as a trial run to see if I want to go crazy later and do something really epically stupid.... Like setup stations at Earth if I can get myself a real beacon.
Arrow + Auto-Pillok + SETA = White Knuckle Terror

DanKara
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Re: Ships not attacking while in sector

Post by DanKara » Wed, 11. Oct 23, 07:14

OrionTaltos wrote:
Tue, 10. Oct 23, 17:03
It was a little dicey since the Panther escorts really didn't want to split with the Raptor.
In similar situations I was able to distance the Escort from its Lead by kiting the Escort away. I had to stay in weapons-reach of the Escort for the entire time, else it would abort the chase and return to its Lead.

OrionTaltos wrote:
Tue, 10. Oct 23, 21:53
There was an Odin I wanted but I couldn't figure out a way to beat its Aegir defenders in a way that me and the Odin would also survive.
I would suggest to stay close to the ODIN to drop its shield and to send the marines. Shots from the escorting AEGIR's you can tank or better yet evade. Their friendly fire will reduce the ODIN's shield even faster. After sending the marines kite the escorts away. Stay in their weapons range and kite them in a circle, so you are back at the ODIN in the moment the Boarding OP ends to transfer JD/Kits and jump everythin out. Best be done in a certain M6...

Sovereign01
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Re: Ships not attacking while in sector

Post by Sovereign01 » Wed, 11. Oct 23, 19:32

Funny enough, I just completed a Paranid assassination mission against the ATF. The target was in a Tyr :lol: (other options were either an Aegir or a Kyoto), and wasn't escorted by anything bigger than an M3. As boarding operations go it was a piece of cake, uniquely the Pteranodon could do very controlled damage to the shields while the pods launched from the distant Sirokos could do their thing. The escorts were no real threat to the M2 but I still needed to call in my Kogarasu Maru to deal with them once the ship was mine because the Split ship lacks anti-fighter weapons, while jumping my Sirokos to the nearby gate to offload the marines once they finished taking over the ship. I think next time I use it for boarding I'll load the M2 up with missiles, the cargo bay is more than big enough for the task :lol:

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