Somethings not right?

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iforgotmysocks
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Re: Somethings not right?

Post by iforgotmysocks » Mon, 18. Oct 21, 22:28

Imperial Good wrote:
Mon, 18. Oct 21, 21:46
Xenon stations are not indestructible. If you park the destroyers facing the station and in range of main batteries the station dies fairly quickly, even with the known bug of stations ordering reconstruction when in combat (that is fixed in a future version). It may take a few minutes before significant hull damage starts as a lot of the damage is diverted to stripping turrets, but the station will eventually die.

To me it seems the issue is that the destroyers are trying to broad side the stations when in low attention levels. Given that most of their damage is from their main batteries that only shoot forward even in low attention levels, it is unlikely they will do much to a station when flying circles around it.
In my case my 10 battleships & destroyers with L plasma turrets should rip appart a station rather quickly while flying circles around it. When i teleport IS most of the station popped before the asgards and destroyers even aligned to use their main cannons. But OOS they applied almost no damage.

A less tanky station that i attacked with a larger force and got to 0% eventually stayed that way for 12 more hours!!! until i gave up.

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Re: Somethings not right?

Post by Imperial Good » Mon, 18. Oct 21, 23:13

iforgotmysocks wrote:
Mon, 18. Oct 21, 22:28
In my case my 10 battleships & destroyers with L plasma turrets should rip appart a station rather quickly while flying circles around it.
That is because turrets deal much reduced damage in low attention calculations. If they did not then stations would be instantly vaporised by a Branch 9 Destroyer I. In low attention 80% (or more) of the damage from destroyers and Asguards is from the main batteries.

Try parking them facing the station. It makes a huge difference. In low attention I have soloed Xenon Solar Powerplants using a single Syn, without modified batteries.

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Re: Somethings not right?

Post by iforgotmysocks » Tue, 19. Oct 21, 02:23

Imperial Good wrote:
Mon, 18. Oct 21, 23:13
iforgotmysocks wrote:
Mon, 18. Oct 21, 22:28
In my case my 10 battleships & destroyers with L plasma turrets should rip appart a station rather quickly while flying circles around it.
That is because turrets deal much reduced damage in low attention calculations. If they did not then stations would be instantly vaporised by a Branch 9 Destroyer I. In low attention 80% (or more) of the damage from destroyers and Asguards is from the main batteries.
Then this needs to be fixed. Xenons are a joke. Having OOS encounters being solely decided by front facing weapons which were a horrible design choice to begin with while the way a player chooses the outfit of turrets on a ship thinking it would actually impact it's capabilities is literally dumbing down combat for no reason and takes away the only real choice a player can make about how a capital ship should perform in a certain situation. That's a significant factor why OOS is so horrible compared to IS combat if turret damage is really as reduced as you say.

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Re: Somethings not right?

Post by Imperial Good » Tue, 19. Oct 21, 08:20

iforgotmysocks wrote:
Tue, 19. Oct 21, 02:23
That's a significant factor why OOS is so horrible compared to IS combat if turret damage is really as reduced as you say.
It is worse than that since turrets can miss in low attention combat while guns do not. For example a S sized ship will not be instantly killed by a Branch 9 Destroyer I since the Gravaton turrets will struggle to hit it in the low attention calculations, while they will hit larger ships like destroyers and battleships for huge damage. On the other hand the XL main battery of the Asguard will one shot S ships in low attention combat due to being a gun despite it being statistically improbable that it will ever be able to hit an S ship with the XL main battery in high attention, even in player hands. Ships like the Rattlesnake and Syn destroy multiple S ships per hit from the L main batteries in low attention, yet in sector both are unlikely (it can happen, but only rarely) to hit S and M sized ships with the main battery, although the player can do something similar with a modified Syn at least as the L main batteries do have a gimble and auto aim to use.

iforgotmysocks
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Re: Somethings not right?

Post by iforgotmysocks » Tue, 19. Oct 21, 09:08

Ya, that front facing weapons dont have a miss chance has been asked to be addressed for quite some time now. Hopefully ego will listen and replace the oos calculation with something that makes any sense. :/

MrFiction
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Re: Somethings not right?

Post by MrFiction » Tue, 19. Oct 21, 21:26

iforgotmysocks wrote:
Sat, 16. Oct 21, 16:18
The 4.1 release version has 3 major bugs that make it pretty much unplayable.

1. OOS damage calculations are screwed. Capital ships apply almost no damage, fights go on forever -> Universe stagnates
viewtopic.php?f=180&t=442483

2. Stations simply don't die at 0% hp as the parts themselves get restored faster than they can be destroyed unless one might get lucky or the build storage runs out of resources. -> Universe stagnates
viewtopic.php?f=146&t=442546

3. Turrets simply stop firing IS if they loose line of fire to their first target. They no longer pick a new target and just stop firing unless realigned to their first acquired target.
viewtopic.php?f=180&t=440906

I have no idea why they weren't hotfixed yet but right now all you can do is play industry simulator without any map changes due to combat.
Those are some serious problems!

Was just wondering whether I should start a proper playthrough but I guess I'll wait a (little?) longer now.

Lord Crc
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Re: Somethings not right?

Post by Lord Crc » Wed, 20. Oct 21, 02:28

MrFiction wrote:
Tue, 19. Oct 21, 21:26
Was just wondering whether I should start a proper playthrough but I guess I'll wait a (little?) longer now.
I started a 4.1 playthrough before I became aware of those issues. I noticed my universe definitely didn't feel like it did in the 3.x game I played. Universe feels... dulled down. Once I became aware of those issues it all made sense. So I decided to wait for fixes.

Zloth2
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Re: Somethings not right?

Post by Zloth2 » Wed, 20. Oct 21, 17:34

iforgotmysocks wrote:
Sat, 16. Oct 21, 16:18
2. Stations simply don't die at 0% hp as the parts themselves get restored faster than they can be destroyed unless one might get lucky or the build storage runs out of resources. -> Universe stagnates
Not so. Sometimes stations get stuck like that, sometimes they don't. Also, even when they do get stuck, it's more likely to just delay the destruction. It can save the station if the defenders rally a fleet to chase off the attackers but, if that was going to happen, it probably would have happened when the station health was slowly going down.

My universe certainly hasn't stagnated. The Paranid finished taking over Faulty Logic. The Xenon were rising up in Tharka's Cascade, cutting off a lot of trade with the Split and building up bases in a bunch of their sectors. I've been taking Tharka's Cascade from them without much problem (once I learned how to do things like that) and, while I was doing it, the Split destroyed a base in the center of Family Zhinn. I think the effect is more to slow down map changes as the base attacks take even longer now, but it certainly hasn't stopped them!
3. Turrets simply stop firing IS if they loose line of fire to their first target. They no longer pick a new target and just stop firing unless realigned to their first acquired target.
Oh, so that's it! I've been wondering why some turrets aren't firing. That can't be all of it, though. Something resets the turrets other than the target coming back into view - like the target getting destroyed or moving out of range. Otherwise, destroyers getting swarmed by small targets would have all their turrets turned off pretty quickly as the little ships fly around to the other side of the ship then get blown up.
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Re: Somethings not right?

Post by lbirdfly » Tue, 2. Nov 21, 08:04

iforgotmysocks wrote:
Sat, 16. Oct 21, 16:18
The 4.1 release version has 3 major bugs that make it pretty much unplayable.

1. OOS damage calculations are screwed. Capital ships apply almost no damage, fights go on forever -> Universe stagnates
viewtopic.php?f=180&t=442483

2. Stations simply don't die at 0% hp as the parts themselves get restored faster than they can be destroyed unless one might get lucky or the build storage runs out of resources. -> Universe stagnates
viewtopic.php?f=146&t=442546

3. Turrets simply stop firing IS if they loose line of fire to their first target. They no longer pick a new target and just stop firing unless realigned to their first acquired target.
viewtopic.php?f=180&t=440906

I have no idea why they weren't hotfixed yet but right now all you can do is play industry simulator without any map changes due to combat.
useful information to stop my play

|K.O.S.H.
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Re: Somethings not right?

Post by |K.O.S.H. » Tue, 2. Nov 21, 14:34

I dont understand, why they dont make a hotfix.
Cant be that hard....
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Jaskan
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Re: Somethings not right?

Post by Jaskan » Tue, 2. Nov 21, 18:03

what i do now to get around this is quite funny.

Anytime i see a whole pile of dead Large and Xtra Large ships around a station, i know thats one of those indestructible stations, so i help destroy the station using cheat menu.

capitalduty
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Re: Somethings not right?

Post by capitalduty » Tue, 2. Nov 21, 20:04

lbirdfly wrote:
Tue, 2. Nov 21, 08:04
iforgotmysocks wrote:
Sat, 16. Oct 21, 16:18
The 4.1 release version has 3 major bugs that make it pretty much unplayable.

1. OOS damage calculations are screwed. Capital ships apply almost no damage, fights go on forever -> Universe stagnates
viewtopic.php?f=180&t=442483

2. Stations simply don't die at 0% hp as the parts themselves get restored faster than they can be destroyed unless one might get lucky or the build storage runs out of resources. -> Universe stagnates
viewtopic.php?f=146&t=442546

3. Turrets simply stop firing IS if they loose line of fire to their first target. They no longer pick a new target and just stop firing unless realigned to their first acquired target.
viewtopic.php?f=180&t=440906

I have no idea why they weren't hotfixed yet but right now all you can do is play industry simulator without any map changes due to combat.
useful information to stop my play
I stopped playing because this major bugs...hope a patch drops soon!

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surferx
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Re: Somethings not right?

Post by surferx » Mon, 8. Nov 21, 00:32

In Scale Plate Green I, I destroyed all Xenon stations except the wharf. It went to 0 but continued to try to rebuild. I dropped a few laser towers around it and left it. I don't like that it's still there but for all purposes, it's the same as gone.
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