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As far as getting them to bail there was a short period in beta where they were relaxed and bailed a bunch. That was fixed/nerfed and they are very difficult to get now. I would say try ARG Ion blaster Mk2 to minimize damage to the target.
Pretty sure the SE can mine gas just fine
Edit: nm lol I see what you mean they don't actually do anything
as for bailing for OP
I like using the Quasar now
Low HP to increase chance to bail while at same time having 4 guns
for example it has less HP then even an elite lol
then I just barrage it with low damage weapon once hp is low like ion and the ship bail for me pretty consistently
- The ratio of your ship MAX HP vs theirs. You want your ship to have as little max HP as possible.
- Their shield % must be 25% or lower
- Their HP must be 80% or lower (I usually try to keep it around 70%). I *feel* like there are some breakpoints below 80% where the bail chance becomes more likely (eg: crew that wouldn't bail at 80% hull start bailing below 50% hull), but that might just be my imagination.
- Morale of the ship's captain. Lower morale = higher chance of crew bailing. (I'm not sure how this variable applies to Xenon ships though)
I'm currently using a boron hydra is that too strong?
You want to appear weaker then your target for higher chance
To get a m ship to bail use a ship the same size or smaller than it. Gets it's hull down to below 70%. When it's shield start to regen a bit hit it until the shields go down to ~ 1% or so. Repeat until the ship gets abandoned. Don't need to destroy the hull just keep it below 70%. Can activate/deactivate a turret if your main guns are too powerful. Click on the icon below the turret to activate/deactivate the turret on the main screen.
be in a small fighter, doesn't matter which.
target must have their shields down or within 5% of failing.
target must have hull at 70% or lower.
asking for surrender over comms when it fails requires a 30 second cooldown before it can be tried again, for xenon there is no communication, so it's probably the same, a 30 second cooldown between chances.
the one shooting must have a way to quickly strip shields from the target and cause as little damage as possible to the hull at or below 70% to keep the trigger chance of a bail at the highest.
sometimes you don't need to engage in fighting yourself to try get targets to bail, however xenon will require a direct approach. but that's probably your best chance to trigger a pilot bail.