Turrets

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
Karmaticdamage
Posts: 718
Joined: Fri, 16. Sep 11, 00:15
x4

Re: Turrets

Post by Karmaticdamage » Sun, 10. Oct 21, 17:00

aversin wrote:
Sat, 9. Oct 21, 23:46
Overall, turrets are on the weaker side and capital ships need a fighter escort, else their combat effectiveness might suffer quite a bit. Well, aside from the Raptor. With that many guns you can delete everything.
Until you put slasher mod on them. Can get 50% dmg and 99% reload out of a good slasher roll. Put that on every arg flak and no fighter will ever touch your destroyer again.

capitalduty
Posts: 374
Joined: Mon, 23. May 16, 02:02

Re: Turrets

Post by capitalduty » Tue, 12. Oct 21, 01:06

Shard and beam M turrets needs urgent buffing IMO. Also some small damage/velocity increase for bolt m turret bullets could also make it viable at some situations especially against heavier small ships.

Post Reply

Return to “X4: Foundations”