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    Thread: The max number of boarding marines?

    1. #11
      TXU Full Member Nemoricus's Avatar
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      Another suggestion: Bring more marines than you need to completely fill a ship. So if you're boarding a corvette, bring ten marines, not just six. A frigate, thirty or more. This way, if some of your marines die, you can send more in, which increases your odds of being able to capture the ship. If you're trying to board a Xenon ship, you will need many, many marines, since if there's fewer than eighteen aboard when they start hacking, they're all killed instantly. (I don't know how many you need aboard a corvette to avoid that.)

      Also, a Bioscanner is very useful to have around while you're buying marines, since it shows you the skills of the marine in stars. It's recommended to focus on marines with a high fighting skill, since that's the only skill that can't be trained except by doing boarding operations.


    2. #12
      TXU Ultra Hero K.J.'s Avatar
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      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.
      No, they will split up into teams which are 2 to 3 marines each (which is a fault of the boarding script, it should be 5 iirc)
      It will be adressed in 2.0 (only space walking)



    3. #13
      TXU New Member hothvu's Avatar
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      hi all,
      thanks for many good advices

      As mentioned, I sent out marines from a cobra, a M7M ship.

      Nemoricus' explanation sounds plausible, at least in my case: 5x marines were ejected. I'm going to train my marines more to see if this will still happen. They are at only ~60 now at all skills except for fighting skill: 100 now .

      I know there are many methods (3 totally?) to capture an enemy ship: spacewalk requires playing-skills, using "boarding transporter ext" is likely a legal "cheat" , and using missiles frigate with boarding pods, which I'm practising now.

      By now, the last method seems to be my only choice to capture capital ships. Don't wanna believe me? just imagine you are in a hostile sector with 1M0, 2M1, 1M2, 3M7, 1M7M, 4 or 5M6/M6+ and 100+ barracudas . You will be no way able to reach close to the M1/M2 without flying across a thick wall of hundreds fighter, and a M7M with loads of cyclone barrages is the (only?) choice hier to help you take down likely most of the fighters. Then you just recognise that a M7M is closing: lets run away ....

      In my experience, paranid's capital ships are the most difficult to capture, destroying is far easier because they are armed with an affective anti-missiles system, which will hunt down 90% the missiles fired from my cobra. I still dont know exactly the recharging time of this system, and therefore only 2 results: less missiles - they'll laugh at me, too many - only scraps left


    4. #14
      TXU Full Member thedada86's Avatar
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      Quote Originally Posted by hothvu View Post
      By now, the last method seems to be my only choice to capture capital ships. Don't wanna believe me? just imagine you are in a hostile sector with 1M0, 2M1, 1M2, 3M7, 1M7M, 4 or 5M6/M6+ and 100+ barracudas . You will be no way able to reach close to the M1/M2 without flying across a thick wall of hundreds fighter, and a M7M with loads of cyclone barrages is the (only?) choice hier to help you take down likely most of the fighters.
      Next question would be, how do you retrieve your new, probably scratched, ship out of that hostile sector?


    5. #15
      TXU New Member hothvu's Avatar
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      Quote Originally Posted by thedada86 View Post
      Next question would be, how do you retrieve your new, probably scratched, ship out of that hostile sector?
      all M1/M2 ships come with built-in jumpdrive now (please confirm this!). All I had to do is just running as fast as possible towards it and transfer some energy cells

      In vanilla I did always have a ship following me, which could hold a M3/M4. Both has jumpdrive installed, then I transfered 1 from the following ship to the captured one, the reserved jumpdrive from M3 to the following ship and let all jump out off the dangerous sector.


    6. #16
      TXU New Member lich+ich's Avatar
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      Quote Originally Posted by hothvu View Post
      all M1/M2 ships come with built-in jumpdrive now (please confirm this!)
      confirmed!


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