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    Thread: The max number of boarding marines?

    1. #1
      TXU New Member hothvu's Avatar
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      Default The max number of boarding marines?

      Hi all, this is my new profile after a while off,

      just started 1.2a a few days ago. Everything is ok, except for that I could not get all the marines in the enemy capital ships.

      As usual it should be maximum 20 marines for M1/M2. But hier in my new game:
      - while capturing a Ray (Boron's M2): 15 were fired from a Cobra, after hull-cutting only exactly 10 went on boarding, the other 5 were ejected
      - same thing happened while capturing a Shark, but hier only 5 were willing to stay

      anyone got the same like me?

      fresh install with 3.2 patch and XTC mod.


    2. #2
      TXU Hero Loriel's Avatar
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      Default

      I've not done much boarding myself, but I don't recall seeing any such problems.

      You've not indicated which method you used to board - spacewalk, missile frigate or boarding extension to the transporter - I believe the latter is the recommended method.

      Loriel


    3. #3
      TXU Jr. Member rook823's Avatar
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      i never tryed boarding, whats your method???


    4. #4
      TXU Full Member Nemoricus's Avatar
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      Default

      I believe that each boarding pod makes separate checks to get through the hull, which is why you see marines boarding and failing to board in multiples of five. If you try boarding via space walking, each marine boards or fails to board independently, so they will all need a good skill level to get through. With the pods, only the best marine in the pod, and possibly the second best, matters for the check.

      Also, the maximum number of marines you can board an M2 with is 21, not 20. A ship can be boarded by one more marine than it can normally hold, which is 6 for M6 and 21 for M1, M2, M7, and TL class ships.

      I haven't tried boarding with the boarding extension, so I can't tell you anything about it.

      **EDIT** Adjusted second M6 reference to M7, as it was undoubtedly an accidental typo.. Cheers, NC **END EDIT**

      Last edited by NovaCatt; 18-06-2012 at 10:10 AM. Reason: adjust second M6 ship class to M7 ship class, undoubtedly caused by a typo.. NC ;)
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    5. #5
      TXU Jr. Member rook823's Avatar
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      is the boarding difficulty to do?? or does it easier with certain ships??


    6. #6
      TXU New Member lich+ich's Avatar
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      Hi hothvu,

      I strongly recommend using the Boarding Transporter Extension. It is sold by terrans and pirates. I'm not sure if you need the transporter device in order to make it work, but the device is very helpful anyways, especially when boarding in hostile sectors and you want to get your marines back on a ship with a jumpdrive as soon as possible
      If you want to board a ship, all you need to do is get a TP, load it with marines an keep it alive until your targets shields are down. You can either choose the "board ship" command from the "pirate" section of your ship commads or the "lauch all marines" command from the "aditional commands" section. Both will eventually beam the marines onto the other ship, but the "launch all marines" command does it faster and without the autopilot taking control over your controls (pun intended ). If you are out of transporter range, the extension won't work either.

      My personal recommendation for a boarding ship is the Boron Angel. It can mount Ion weaponry, has decent shielding and is not nearly as expensive as the other heavy TPs. Accompanied by a wing of Barracudas with IPG, two Angels with Boarding Transporter Extension perform splendid taking on any kind of capital ship.

      If you hanven't done so already, you should turn on the "Marine Training" in the AL settings. The Marine Training Baracks as well as Pirate Stations will train their Marines for you, so you can avoid tedious manual training. The fighting-skill is also enhanced over time, so you can go for the big ones without delay

      Hope I could be of help

      Lich

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    7. #7
      TXU Jr. Member rook823's Avatar
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      how do you guys avoid the heavy weaponry of the cap.Ships??


    8. #8
      TXU Sr. Member pulzarokkit's Avatar
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      Default

      1. you can tank them in you own cap ship
      2. you could fry the weapons off (if the ion weapons still do that, don't have XTC installed atm, but in vanilla you can do that)
      3. you could spam missiles to keep the turrets occupied, there are no more swarm missiles in XTC but you could spam a lot of missiles that don't take too much time to relaunch

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    9. #9
      TXU Jr. Member rook823's Avatar
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      so just need a quick shield-buster, then ions capable fighter, then the boarding ship?
      cool


    10. #10
      TXU New Member lich+ich's Avatar
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      From my experience what works best for me is a wing of 8 Barracuda Sentinels with Ion Pulse Generators and two Angels stuffed with Marines. If you send the fighters in first they will distract the turrets and bring the shields down simultaneously. Add a few Fighter Drones and you never have to worry about receiving too much damage. Just wait until the shields are down, dive into transporter range, beam your Marines over and get to a safe distance.
      I have yet to try this on anything bigger than a M7, but the routine should be the same.

      Two words of advice: After your marines are on board, don't cancel the "Attack Shields" command of your wing. If you do, the wing will attack your prescious target with everything they got once they are hit.
      Secondly, dont install weapons on your TPs if you don't fly them yourself. They will try to kill your target as soon as they get hit when they have weapons installed, even if you didn't utter any turret commands. They can have weapons in their freight bay no problem, though.

      Hope I could be of help

      Lich

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