Pirates can be found at regular stations too, not just at pirate stations, but pirate stations will have mostly all? I forget whether the mission has the light bulb or the currency icon. You just need to cruise around the area within 3 sectors of the PBG forge and check the missions until you find one that offers the hacking mission.
It probably costs a few hundred k, which shouldn't be an issue if you are worried about your many stations and ships. Got the offer again. Price tag for PBG Forge was nearly k. And John Hadley is right, it was not just a pirate station. Got it from regular one. Thanks guys. From what i've read - you've given the same advice. Maybe I'm just being completely unlucky or the pirates have pulled a Gaul and united on me because I can't find anyone willing to take my credits on the hack lol.
I'll keep trying of course. Thanks again. You will have the best luck at equipment docks and military outposts probably because those are the stations have have the most people in them so they potentially have the most missions to offer.
Military outposts particularly can often have more than a full page of people in them and you actually have to scroll down to see the second page to see some of the missions. Zoran View Profile View Posts. Hi Sid, start to jump to the sector, with the most stations, next to where you want to "Station Hack". A large modification of Mega Man X3 that allows Zero to be fully playable. This version is considered separate from the original Zero Project since this one has such an entirely rewritten system from the ground up and separate features that people may or may not like compared to the prior version.
Newest Hacks. Mitsume ga Tooru. Donkey Kong Jr. Super Robot Taisen EX. Kid Icarus. Goof Troop Editor. FFA Expander. Ganesha Dx. Mega Man 7 password system documentation. FFCC Hacking notes. Awesome work!! X-men 2, but now you can actually "Save" the world.
Ships recommended for spacewalk boarding are the TP class ships, Geochen Teladi high shielding for a TP , Ocelot Split has enough speed to dodge incoming fire and Angel Boron has Ion Disrupters to help reduce target shields and soften them up and the Argon TM class ship Zephyrus high shielding and Thunderbolt Missile compatibility for depleting the shields and can carry all ships and equipment needed for clean boarding and escape tactics and Magnetar Has Ion Disrupters to help reduce target shields and soften them up.
It typically takes up to 50 missiles for a boarding operation of an M6 using a TP. The Mechanical Skill of the personnel used limits what ship classes can be boarded with this method. The safest way to do a boarding operation but requires capital intensive M7M ships and the compatible missiles. This tactic is recommended for tougher target ships as Boarding Pods are less likely to be shot down and give better synchronisation of boarding personnel. Boarding pods also give an equivalent of double to the Mechanical Skill of personnel allowing bigger ships to be captured with less well trained personnel.
Order any supporting boarding ship to jump to a nearby safe sector and turn away from the target and move away from it at the same speed the target moves drones should keep the target shields fully supressed. Once the player owned personnel reach the final deck turn around and use the Turbo Booster MK2 to get close to the target as it should belong to the player by the time the distance is closed.
Also order the fighter drones to Attack All Enemies in the sector to provide a distraction while the new ship is evacuated. Exchange the Jumpdrive and Energy Cells to allow the target ship to get to safety and then either shoot a safe passage or get a spare Jumpdrive from a following ship and jump to a safer sector. The ship best suited for this kind of boarding operation is the Split Cobra as it can out speed any targets that could threaten it.
Xenon and to a lesser extent Terran and ATF ships have a high innate boarding resistance making them mince boarding personnel. This means only use personnel with a Fighting skill of and even then casualties can be expected. For Xenon capital ships use an Argon Sirokos to follow the player ship and launch the first wave of personnel as it can launch a full Once the first wave is launched order Sirokos to jump to safety and use the Player ship probably a Cobra to do the rest.
The player can then luck manipulate by saving in the middle of each deck and loading until the next deck goes well or the player can send additional marines at fixed intervals.
Alternatively at deck depends on how far the player ship is from the target launch personnel so make it to the core. Typically expect to lose fully trained personnel to capture a Xenon capital ship. For players not doing the Suicidal Squid starting scenario it is advised to have at least Salvage Insurance to be able to save at key moments of a boarding operation on the off chance something goes wrong and a reload is needed.
For most ships saves can be skipped but for Xenon ships it is recommended. The Fighting Skill can only be trained by performing successful boarding operations, increasing by points with each successful operation. The number of stars personnel have are based on the number of Skill points divided by 17 and rounded down. The Overall stars is based on the average of all Skills. The cost and duration of training is dependent on the current Skill level of the personnel being trained and the type of course chosen.
The costs and gains of training courses are listed in the table below:. This means it is fastest to do quick individual courses to train personnel potentially taking 5,, minutes Hull cutting is performed in groups using the same formula as used for determining the number of boarding pods launched.
The Mechanical skills of the personnel in each group is sorted in descending order and the two highest values are combined. There are then five rounds 6 if a Hull Polarising Device is present of hull cutting during which if the target shield reaches over the maximum shield percentage all boarding personnel are instantly eliminated.
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