Problem with missiles

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abc0000
Posts: 67
Joined: Fri, 7. Jan 22, 20:54

Problem with missiles

Post by abc0000 » Mon, 16. Jan 23, 00:36

The biggest problem with missiles is that:

1) AI fighters do not shoot at other fighters and M!
Pilots with 3-5 stars sometimes shoot (only on holidays =) )
M and larger ships fire missiles at all targets with no problem
(Conducted tests of a chimera with x5 torpedo launchers, and realized that fighters do not always use all launchers in a salvo)

2) AI does not know how to choose which missile is better to shoot depending on the target, just shoot according to the list, this kills the versatility of missiles (Different missiles are effective against different targets)!
As an option, make a separate global setting for the use of missiles for each class of ships, and personal for each ship. In which the player himself will set the permission to use missiles for different classes of ships.

3) The AI ​​does not take into account how many missiles are already flying at the target, and spam them until the target is destroyed, a terrible waste of ammo!
make a setting for the ship, how many missiles at one target it can launch at the same time.
Or a more complex one. make a calculation of how many missiles flies to the target (total damage and residual HP of the target) and, based on this, decide whether to launch another missile

4) To reload a missile destroyer (Split with 1400 missiles) you need to spend an entire hold of a supply ship =_=
It is necessary to make a separate hold for Supply Ships and Aircraft Carriers for ready-made equipment such as drones, missiles, mines, satellites with a total volume, each missile needs to be given its own volume (rocket launchers / turrets should also be done)

CBJ
EGOSOFT
EGOSOFT
Posts: 51928
Joined: Tue, 29. Apr 03, 00:56
x4

Re: Problem with missiles

Post by CBJ » Mon, 16. Jan 23, 01:35

First, this is not a Tech Support request, and second you have already posted it in a more appropriate place.

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