These mods took shape when I was dissatisfied with the ammount of OOMPH X4 had. Turret felt like BB guns, shields felt like couch potatos that need 10min to recover after a flight of stairs and the destroyer main battery made me sad when I fired it
Turret Gains
This mod seriously buffs turret values (doesn't fix aiming or anything, but when they hit they hit with extra OOMPH)
Changes
Damage for M turrets increased by 100%
Damage for L turrets increased by 1000%
Range for L turrets increased by 50%
Rotation speed for L turrets increased by 300%
Bullet speed of turrets increased by 50%
Hull hp of turrets increased by 300%
Disclaimer: Huge % increased don't mean much when your damage is 11 on an L turret while being 44 on a stationary gun
Disclaimer: This mod doesn't touches missiles turrets at all. They are as a result squishier but they are already op
L turrets now pack a punch, as they should be. You don't want to get hit by one of these in an S fighter it will hurt. The bullet speed across the board (keeping the range for M turrets) make them a bit more accurate, especially in close ranges. The hp increase on turrets makes it so you don't get whales ballet in space because destroyer run out of guns in a few seconds.
Shield Gains
Changes
All S and M shields now have a 4 seconds delay until recharge kicks in.
All L and XL shields now have a 0 seconds delay until recharge kicks in.
Paranid shields have the lowest value but recharge the faster
Teladi shields have the biggest value but recharge the slowest
Argon shields are right in between
A fighter takes about 12 seconds to start recharging the shields and because the AI likes to boost until it has 0 shields it resulted in some hilarious behaviour (and still does, looking at you destroyer that boosts 600m for the cost of your entire shield pool). These changes make sure the small and medium ships recharge before going into battle and gives them a bit more survivability.
The changes to L and XL shields make it so a single fighter taking an L or XL ship gets really hard (you better stock up on torpedoes, no more withering down Ks in 1h with your starting laser)
Values are close to vanilla except the recharge rate. Testing was limited on this mod but so far everything seems to be well. Feedback is apreciated, especially if you find something unkillable.
Capital weapon gains
This overhauls the main battery that is found on destroyers. Instead of a 3 pewpews laser you now get a fast firing machine gun with 15 bullets that feels more satisfying to use as a result. Damage is increased a bit overall and range went from 7.7k to 10k.
Download links
Turret gains - Nexus
Shield gains - Nexus
Capital weapon gains - Nexus
[MOD] Turret gains, Shield gains and Capital weapon gains
The place to discuss scripting and game modifications for X4: Foundations.
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[MOD] Turret gains, Shield gains and Capital weapon gains
Post by TempestZ »
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