Is there areny point in using mk.1 weapons other than cost?

This forum is the ideal place for all discussion relating to X4. You will also find additional information from developers here.

Moderator: Moderators for English X Forum

Post Reply
User avatar
mr.WHO
Posts: 8549
Joined: Thu, 12. Oct 06, 17:19
x4

Is there areny point in using mk.1 weapons other than cost?

Post by mr.WHO » Thu, 22. Jul 21, 11:45

Mk.2 weapons are better, but more expensive.

However, is there a situation where mk.1 weapons are viable, other than cost/resources?

Alan Phipps
Moderator (English)
Moderator (English)
Posts: 30368
Joined: Fri, 16. Apr 04, 19:21
x4

Re: Is there areny point in using mk.1 weapons other than cost?

Post by Alan Phipps » Thu, 22. Jul 21, 12:07

Perhaps when weapon heating issues apply and you (or NPCs) can fire more frequently and/or use longer sustained bursts with Mk 1 versions than with Mk 2s - that may be useful when chasing a very agile target that keeps dodging!

Also they are useful when you want to minimise hull damage per hit, such as when trying to persuade a bail.

Lower ranges and lower damage per hit can be useful when fighting around NPC stations and capitals where the odd friendly fire incident is more likely from your stray shots.
A dog has a master; a cat has domestic staff.

Falcrack
Posts: 4929
Joined: Wed, 29. Jul 09, 00:46
x4

Re: Is there areny point in using mk.1 weapons other than cost?

Post by Falcrack » Thu, 22. Jul 21, 18:36

Mk2 are significantly more expensive, for only marginal gain. The cost/benefit of using mk1 and thus being able to afford more combat ships probably means mk1 wins from that perspective. Stats wise though, it seems mk2 are better in every way.

User avatar
KextV8
Posts: 843
Joined: Wed, 13. Oct 10, 06:42
x4

Re: Is there areny point in using mk.1 weapons other than cost?

Post by KextV8 » Thu, 22. Jul 21, 18:53

Imo it depends on if you're producing or buying. Producing? Weapon parts have never been my bottle neck. Hulls are so I tend to build ships with better equipment to maximize each ship I do make.

If buying? Then its gonna depend on what the bottleneck in the local economy is. If the local economy is bottlenecked at weapon components, then you'll be able to get more ships by using mk1 instead of mk2.
Last edited by KextV8 on Fri, 23. Jul 21, 14:33, edited 1 time in total.

User avatar
Tamina
Moderator (Deutsch)
Moderator (Deutsch)
Posts: 4543
Joined: Sun, 26. Jan 14, 09:56

Re: Is there areny point in using mk.1 weapons other than cost?

Post by Tamina » Thu, 22. Jul 21, 20:10

5 times the cost, for 2 times the damage and a little bit more heat.

It essentially doubles the weapons on a ship. However, weapons are the main cost factor when building a ship. Equipping a carrier with fighters means either having 20 mk2 fighters or more than 40 mk1 for the same price. Two mk1 are better than one mk2.

Code: Select all

Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
  /l、 
゙(゚、 。 7 
 l、゙ ~ヽ   / 
 じしf_, )ノ 

jlehtone
Posts: 21801
Joined: Sat, 23. Apr 05, 21:42
x4

Re: Is there areny point in using mk.1 weapons other than cost?

Post by jlehtone » Thu, 22. Jul 21, 20:52

Tamina wrote:
Thu, 22. Jul 21, 20:10
Two mk1 are better than one mk2.
Yes, but doesn't that fall into the "cost/resources situation"?
mr.WHO wrote:
Thu, 22. Jul 21, 11:45
However, is there a situation where mk.1 weapons are viable, other than cost/resources?
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.

User avatar
Tamina
Moderator (Deutsch)
Moderator (Deutsch)
Posts: 4543
Joined: Sun, 26. Jan 14, 09:56

Re: Is there areny point in using mk.1 weapons other than cost?

Post by Tamina » Thu, 22. Jul 21, 21:24

Kind of, yeah. Just wanted to say that 2 fighters equals double the shields, hull and survivability vs one ship with mk2 weapons but it is kind of a sneaky ressource/cost argument. :gruebel:

Code: Select all

Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
  /l、 
゙(゚、 。 7 
 l、゙ ~ヽ   / 
 じしf_, )ノ 

User avatar
mr.WHO
Posts: 8549
Joined: Thu, 12. Oct 06, 17:19
x4

Re: Is there areny point in using mk.1 weapons other than cost?

Post by mr.WHO » Thu, 22. Jul 21, 21:59

Tamina wrote:
Thu, 22. Jul 21, 21:24
Kind of, yeah. Just wanted to say that 2 fighters equals double the shields, hull and survivability vs one ship with mk2 weapons but it is kind of a sneaky ressource/cost argument. :gruebel:
That is kinda good argument, as S/M are expendable and die a lot, I'd rather want to have two mk.1 fighters, than one mk.2.

jlehtone
Posts: 21801
Joined: Sat, 23. Apr 05, 21:42
x4

Re: Is there areny point in using mk.1 weapons other than cost?

Post by jlehtone » Fri, 23. Jul 21, 10:23

But, you would take ten mk.2 over two mk.1, if credits were cheap?
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.

Post Reply

Return to “X4: Foundations”