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a) hordes of untrained marines (two stars is barely trained, let's be real) are practically guaranteed to suffer losses, while small team of highly trained elites rarely have any. My cobra with 25 elites with strength of around 2400 can take on a split destroyer with resistance of over 800 without losses, while taking over carriers with hundreds of fresh marines always lose 10% to 20% with the same or higher attack-to-defence ratio.
b) even 1 death quickly lead to more losses to a multiple of 5 - it seems that when losses occur, boarding team takes a hit to attack rating and consecutively becomes more vulnerable, up to a wipe. Since teams, again, seem to be shuffled randomly, a recruit will endanger an entire team of veterans and get them all killed.
I haven't seen the code for this, but a general rule of thumb that got me through over a hundred captured vessels, is this: match your boarding crew evenly, never send elites with recruits; if you suffered losses - train another B-team on builders and resuppliers for reinforcement. Always send marines in multiples of 5. Check target vessel: a rambo situation is 100% possible if there is 5 or more 3+ star marines there, where they will wipe out your entire horde of 80 jabronies that can do nothing to them (I've had a situation when my 2000 bs vs their 800 turned out to be a complete failure, lowering defence to 693 or something - 7 enemy veterans survived and facerolled everyone).
From previous game where I had 9 elite marines, 5 full stars, I sometimes lost one on a bad roll boarding a miner with no marines. It was like 850-some strength vs 15 or 20. It's like they tripped exiting the elevator and died by hitting their head on something sharp. Or space rats attacked, I don't know.
As they fight the enemy is also leveling up in marine skill
I once accidentally made all the enemy elite 5 star marine
If a pod with 5 rookies gets in first, they may panic, and die.
I think the weaker the hull is, the less the delay between pods getting in.
I wonder if you have a nearer ship with elite, and a further ship with rookies, the rookies will get into the ship after the elite and therefore not panic.
a few high level enemy can have a disproportionate effect.
Always try to board with max marines, if needed throw your marines at a few freighters to train them up a bit.
But I find even with better marines, I loose a lot.
To be fair, they do give different levels of boarding, hull high, hull low etc, and indicate risk.
Having said that, I've been capping freighters lately by just throwing marines at 100% hull strength and not shooting any turrets so that there is no police response. Takes ages, but you can leave the scene and go about your business while the target ship calmly goes about theirs, right up until they are captured. It's a bit weird and feels a little cheaty though
In another game where I have sufficient elite marines, I do that too. I land an M ships on some Odysseuses, start the boarding process, when all pods touch down I get out of the ship, cancel all its orders and put it inside internal storage at the victim using the map interface and teleport away. It's a good tactic to yank a ship out of a fleet and essentially disassemble the fleet without firing a shot. Sometimes a resupply ship or a carrier which has low level marines can be done this way too, but since its crew roster often exceed 100 I sometimes get result like the OP.
I sometimes get the impression that crew numbering 100 or more on a ship is somehow special. They can be all grease monkeys but I will fail anyway. I started to try diminishing that number first by patiently keeping it at 5% hull or lower for considerable amount of time. Also disabling engines helps, like not neccesarily destroying them but damaging them just enough for them to be unable to propel the ship. And I also just noticed some service crew members could have up to one star in Boarding.... maybe those are the ones providing resistance when all marines perish.
Don't seem that crazy to me.
Ok, your troops move in, they pick off some guys, but remember, defence is FAR easier than attack. The defensive guys that remain are entrenching themselves and firing from tight positions.
The attackers have to move forward while weeding out the defenders. An EXTREMELY hard job, even for professionals who want to capture (and not totally destroy) an objective. The defenders may also have grenades, etc. Soon attackers numbers WILL begin to drop.
And you don't have surprise, they know you're coming.
In warfare, when attacking a defensive target you always need at least 2-3 times the defensive army strength to win and will always lose men unless real lucky. Plenty of real life examples of this.
This seems about right to me.
I think the real issue here, is you don't SEE the battle. If the battle could somehow be simulated for you to see, then you'd probably accept the losses more.
I dont know what the exact formula looks like, but it's most likely on the Egosoft forums.
For K's i'd recommend a small ship with Paranid burst ray weapon, with a bit of practice you can fully disable (guns, engines, shields) a K in less than a minute.
Also tend to do this on terran asgards, minimal rep hit to disable their modules and just leave them dead in the water to slowly be wiped out or captured at a later time, takes them ages to repair.
Since finishing the MTS beta, i been using the yasur mk3 with 2 of its experemental weapons, and 2 burst rays for my all around fighter, the 2 experemental weapons are more then enough for all my s/m killing needs, and the 2 burst rays make for exceptionally easy disabling of enemy craft for my boarders. Then i use my 2-3 medium boarder ships, or call in my erlking if i need allot more boarders. Usually have around 250-300 Marines on my erlking.