Problem with Xenons.

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flywlyx
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Re: Problem with Xenons.

Post by flywlyx » Mon, 29. Nov 21, 07:25

Imperial Good wrote:
Mon, 29. Nov 21, 07:04

This is excessive. A single Asgard is all you need to clear clusters. Even in 4.20 you can still one shot the I and S/M xenon pose no threat to the Asgard. Assuming you use decent L turrets like TER L Bolt/Pulse and not Beam or Plasma. Only the last cluster might need more fire power due to the Xenon concentrating their stations to some extent.
If you are only looking for anti-fighter ability, 16 L beam is awesome now, they really vaporize fighters.

Imperial Good
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Re: Problem with Xenons.

Post by Imperial Good » Mon, 29. Nov 21, 07:30

flywlyx wrote:
Mon, 29. Nov 21, 07:25
If you are only looking for anti-fighter ability, 16 L beam is awesome now, they really vaporize fighters.
TER L Pulse laser turrets also vaporize fighters, at a significantly longer range and generally more quickly due to their significantly higher damage. Since they fire projectiles they benefit from fire rate mods giving them even more of a damage advantage over L Beam turrets.

TER L Pulse Laser turrets are deceptively powerful since they have a slow fire rate that fires 2 shots. Defence drones are usually killed by 2 shots (1 of the 8 Banks on the Asgard), and P swarms melt.

flywlyx
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Re: Problem with Xenons.

Post by flywlyx » Mon, 29. Nov 21, 08:31

Imperial Good wrote:
Mon, 29. Nov 21, 07:30
flywlyx wrote:
Mon, 29. Nov 21, 07:25
If you are only looking for anti-fighter ability, 16 L beam is awesome now, they really vaporize fighters.
TER L Pulse laser turrets also vaporize fighters, at a significantly longer range and generally more quickly due to their significantly higher damage. Since they fire projectiles they benefit from fire rate mods giving them even more of a damage advantage over L Beam turrets.
This is true in OOS battle but in IS battle, L beam has 100% accuracy now, L pulse has a significant advantage while facing P, but it still has a hard time reaching 30% accuracy while facing M/N.
It is definitely a better choice or even the best one as a universal solution.

Malchar
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Re: Problem with Xenons.

Post by Malchar » Mon, 29. Nov 21, 13:37

Faction enhancer boost xenons significativly. I dont remember which module don that, but it raise Gravitron turret range. It have major impact on the game. I remember in one of my mods to have rename xenons gravitron turrets to neutralize faction enhancer, and test xenons potentiel which wuld apply for most players.

buds
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Re: Problem with Xenons.

Post by buds » Thu, 2. Dec 21, 11:39

In my current game xenon are wiped out everywhere except matrix #9 and hewas I, II, company regard, scale plate and turquoise sea. The paranids would have lost trinity sanctum if I didnt have fleets there, the terran asgard barely makes it into hewas I as the L beams cant deal with the ridiculous number of xenon p's.
It'd be nice if you could help the xenon get their old sectors back with some plot, or other game mechanic like the hub.
I really want the xenon back into savage spur and the matrix sector there next to tharkas.

SirBerrial
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Re: Problem with Xenons.

Post by SirBerrial » Thu, 2. Dec 21, 14:29

Imperial Good wrote:
Mon, 29. Nov 21, 07:04
In 4.10 using TER L Pulse was recommended because L Bolt had issues hitting S sized ships efficiently. This issue appears fixed in the 4.20 beta with both TER L Bolt and TER L Pulse being more than sufficient to fend off huge swarms of Xenon S and M ships trivially.
Bolt was buffed and it can actually hit the small/meduim ships now? I've been using pulse due to it being much more effective, but always found bolts much more pleasant aesthetically. Is it possible to cover my personal Syn an Asgard in bolts now without gimping myself?

Imperial Good
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Re: Problem with Xenons.

Post by Imperial Good » Thu, 2. Dec 21, 14:55

SirBerrial wrote:
Thu, 2. Dec 21, 14:29
Bolt was buffed and it can actually hit the small/meduim ships now? I've been using pulse due to it being much more effective, but always found bolts much more pleasant aesthetically. Is it possible to cover my personal Syn an Asgard in bolts now without gimping myself?
I do not know about the Syn but my Bolt Asgard performs more than sufficiently against the Xenon. In 4.10 it used to have issues with getting overwhelmed by S/M sized ships but in 4.20 beta so far it no longer has that problem. Pulse Laser is still more effective at swatting S/M sized ships from the sky but bolt is still good enough that in my opinion you can use it as a more siege focused alternative.

All my turrets have green tier mods installed on them to boost damage and fire rate. Using unmodified turrets might have different results as logically they will be less effective.

SirBerrial
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Re: Problem with Xenons.

Post by SirBerrial » Thu, 2. Dec 21, 15:07

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Imperial Good wrote:
Thu, 2. Dec 21, 14:55
SirBerrial wrote:
Thu, 2. Dec 21, 14:29
Bolt was buffed and it can actually hit the small/meduim ships now? I've been using pulse due to it being much more effective, but always found bolts much more pleasant aesthetically. Is it possible to cover my personal Syn an Asgard in bolts now without gimping myself?
I do not know about the Syn but my Bolt Asgard performs more than sufficiently against the Xenon. In 4.10 it used to have issues with getting overwhelmed by S/M sized ships but in 4.20 beta so far it no longer has that problem. Pulse Laser is still more effective at swatting S/M sized ships from the sky but bolt is still good enough that in my opinion you can use it as a more siege focused alternative.

All my turrets have green tier mods installed on them to boost damage and fire rate. Using unmodified turrets might have different results as logically they will be less effective.
All of the turrets I have on my personal ships have Slasher as well.
Good to know that the performance was buffed, Ill try bolts again.

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oddible
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Re: Problem with Xenons.

Post by oddible » Fri, 3. Dec 21, 11:29

Imperial Good wrote:
Sun, 28. Nov 21, 01:54
4.10 the Xenon were not really an issue. Their attacks would eventually die out when they hit a major station. Most of their damage to stations was due to stations being completely defenceless due to the shortage of defence building components such as Advanced Electronics for turrets. Any sizeable station with constructed turrets usually had no problems fending off the typical Destroyer I + 2x K attack fleets with minimal damage.

4.20 B3 the Xenon stand a good chance of bulldozing a lot of the universe. Even fully constructed defence stations stand a very high chance of being destroyed by a single Destroyer I. A single Destroyer I stands a good chance of completely killing 9 Syns in low attention. AI still can fend them off to some extent with their core defence fleets, but at high costs that need to be replaced timely before the next one shows up an hour or so later.
Oh this is awesome news. I was playing a vanilla game and was bored to tears with the pushover Xenon. I expected that ES was going to leave it like that because so many people complained about Xenon hurting them. I'm glad to hear that they were rebalanced again because they were completely run out of my universe without me having to do a thing!

Manawydn
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Re: Problem with Xenons.

Post by Manawydn » Fri, 3. Dec 21, 15:50

Szynszyl wrote:
Sun, 28. Nov 21, 11:34

Yes my save if more or less fresh, i play couple hrs and i have my problem. So how i can earn money to build core stations?


Finall question is what to do now? I have only 2 strong xl ships and before i destroy one defence platform 2 more are start to build.
Here is your answer.

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Eyeklops
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Re: Problem with Xenons.

Post by Eyeklops » Fri, 3. Dec 21, 19:33

oddible wrote:
Fri, 3. Dec 21, 11:29
Oh this is awesome news. I was playing a vanilla game and was bored to tears with the pushover Xenon. I expected that ES was going to leave it like that because so many people complained about Xenon hurting them. I'm glad to hear that they were rebalanced again because they were completely run out of my universe without me having to do a thing!
It wasn't really a rebalance and more of a bug fix for turrets. Since Xenon capitals only use turrets it affected them badly.

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grapedog
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Re: Problem with Xenons.

Post by grapedog » Sun, 5. Dec 21, 04:18

I think the xenon power is a mix of FE AND XRShip pack. The Xenon Q is prettt nasty, a very souped up K. Routinely ill see an I, 2 Q's and a K pop up.... and that is a formidible force. I think the Q's do the most damage.

In my game the Xenon are/were rampant... they took most of the ZYA sectors as well as a chunk of FRF. They would have taken the void if not for a defense platform backed by 5+ destroyers at the Getsu and Frontier gates. They hold Getsu and Frontier pretty well. I have to hold Hatikvahs as well, and have a large fleet in Nhuut and Hatikvahs. They pushed both PAR and ZYA out of the upper NW, but i recaptured and hold the wretxhed skies.... they have also pushed out of company regard and hold that neighboring TEL sector.

Slowly, i pushed them back. Cleaned out northern ZYA territory, which ARG is gobbling up. ZYA got smashed.... i cleaned out matrix 9 and 451, which TEL gobbled up. I just moved my single captured Asgard into TEL spaces alomg with its fleet, to push Xenon back into compamy regard. HoP has spent a ton of resources trying to take Second Contact, so now they are losing Holy Vision... so i have a few destroyers there that ill take over ane clean xenon up with. Also, the Terrans haven't done anything. They were completely removed from Getsu... and they've not done anything else. I sometimes see their ships around, but rarely. I dont know how many ships they have active, but it ain't mamy... and they're doing dick to stop the xenon. I normally thrash the Terrans myself and let ANT take all their territory... but the xenons are doing it for me already.

I love the struggle im having, but it has totally upset the goals i set for myself at the beginning of the game. I dont know if i will finish this game. Might start a new one...

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