Missile usage by fighters in 4.2 update

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Manawydn
Posts: 291
Joined: Sun, 26. Jan 20, 06:54
x4

Re: Missile usage by fighters in 4.2 update

Post by Manawydn » Sun, 21. Nov 21, 01:49

If only we had an all-in-one fleet/ship design template that could address this very need.

Missile fire chance - 5% (or whatever you want in increments of 5)
Missile target priority - M, S, L (or whatever you want)


If only we had a one-stop-shop ala EQDock workshop, HQ Workshop, idk, just even a menu for all I care (though dedicated spaces are cool, I'm looking at YOU Ship Trader!)

Kajar
Posts: 125
Joined: Sun, 15. Aug 10, 13:23
x4

Re: Missile usage by fighters in 4.2 update

Post by Kajar » Thu, 25. Nov 21, 10:10

-=SiR KiLLaLoT=- wrote:
Thu, 18. Nov 21, 02:18
However, with 80 torpedoes you can completely destroy a Xenon defensive station ;)
80 heavy torpedos is only about 1,4 million damage though and xenon station modules have 3 million health, or more, a piece. Resulting in over 15 million total health for a defence platform.

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