They don’t have any guns (not counting one or two turrets) but instead, have missile launchers. They are good for when you can’t afford a M1 or M2 and when the situation doesn’t call for a M1 or M2 but is a little too dangerous for the smaller ships. M7’s bridge the gap between the small and the big, think of them as a mini M1 or M2. Being able to mount insane amounts of firepower they are arguably deadliest ships in the game. The M2s are the jumbo jets of the X universe. They have massive hangers (The Argon M1 has a hanger space of 60) but even without the fighters, they can hold their own against other capital ships. M1s are the center piece of any large fleet. Also, because of their size, they can only dock at Equipment Docks, Shipyards, Military Outposts and Company HQs. They can be used as escorts but it should be noted that due to their comparatively smaller cargo hold, these ships are not as efficient at trading as ships that are made for trading.Ĭapital ships are the slow, expensive and heavily shielded behemoths of the X universe that are used generally for blowing stuff up. Well, that's the end of the introduction to this guide the useful stuff starts in the next section, good luck!Ĭombat ShipsThese ships are made for fighting. Please note that this guide is based on the default keyboard and mouse configuration. So go ahead, try using a gamepad and see how you like it. You however, might not like using a gamepad. I personally prefer playing with a gamepad as I find it makes controlling ships a lot easier. One thing to note is that this guide is written with a more of a combat orientated money maker approach to things, so if you are more into the trading aspect of the game and want to keep out of combat as much as possible, then this guide may not be as useful for you. Please note that this guide is mainly for those of you who are completely new to the X series and space simulations in general, so if you have past experience in either or both of those things, some of what is in this guide might not be new to you. If you take your PBE mounted fighter and go find a bunch of M5 and M4s, you'll get them to bail quite fast.So you've found the wonders of the X-universe in Terran Conflict, but don't know where to start? This guide should make things easier and start you on your way to making an intergalactic empire. Use that to zap away their shield real fast, then nibble away at the hull until they bail.įinally, I don't know if Terrans will actually bail, at least in X3:TC, you couldn't make ATF ships bail. If they're almost dead (<10% hp), then no matter what you do to them they won't try to bail again, just finish them off.Īlso, having a high shield but low hull damage weapon, like a pulsed beam emitter, helps a lot. If they don't bail at 90%, taking them down to 50% will trigger another chance. There seems to be bail checks set at various levels of ship HP. You aren't going to make heavy fighters bail as often if you are in a dinky scout. If you dish out a lot of damage on a short period of time, they're more likely to bail. If you have high amounts of energy left, that helps as well. If his ship is almost dead and your ship is pristine, then the chance is higher. Making pilots eject are based on several factors:
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