Do you think the Argon Cyclops mod is overpowered?

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Is the Cyclops overpowered? (In comparison to vanilla ships with vanilla balance).

Poll ended at Tue, 10. Aug 21, 19:20

Yes
1
13%
No
7
88%
 
Total votes: 8

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Axeface
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Do you think the Argon Cyclops mod is overpowered?

Post by Axeface » Tue, 3. Aug 21, 19:20

I would like to gauge opinion about my Cyclops mod. I ask because I'm currently finishing up the model with more details and changes, and it will end up in a new mod (I will leave the current one for those that like it as it is), but this time I want to be hyper careful about balance and get it fitting into the vanilla games balance as perfectly as possible.

A note about its current balance and my thought process for it. I believe the ship is pretty well balanced, the only point that I'm unsure about is the power that arises from the placement of its 16 M turrets. 16 M turrets by itself, imo, is not overpowered - I decided on 16 because that was the same amount as the Odysseus, on a ship with no L turrets and only 1 shield and 1 main gun, however, their placement make each of the bunches of 4 turrets very powerful.

My current thinking for the new version is to simply lose the main gun (I hate how it looks where it currently is, it has to go) and its docking bay will change to a docking port for 1 ship (therefore it will lose its drone capacity). I feel like it will still be powerful with its 16 M turrets and speed. If I do keep the main gun it will no longer be in the chin, but slung on one side of the ship (and 4 M turrets will go).

Thoughts would be appreciated (Ide love to get the opinion of someone from egosoft too, if you'de be so kind).

Link to mod https://steamcommunity.com/sharedfiles/ ... 2191491656

Results of the poll will only serve as a guide, Axeface reserves the right to completely ignore them :twisted:

WhiteFang
Posts: 11
Joined: Fri, 18. Jun 21, 03:00

Re: Do you think the Argon Cyclops mod is overpowered?

Post by WhiteFang » Tue, 3. Aug 21, 21:48

I think the placement of the turrets is its main attraction (it is also very pretty :) )

For me I think it is perfectly placed because it is a smaller large ship and lacks real hitting power if going against other large vessels. Making that even less does not resonate with me.

On the other hand it's great against little fighters and it is fun to watch.

So in a fleet it really has a place and for me it fills that otherwise completely empty spot.

Awesome ship, thank you!!

So personally I would prefer to keep it as it is.

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Axeface
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Re: Do you think the Argon Cyclops mod is overpowered?

Post by Axeface » Thu, 5. Aug 21, 13:29

WhiteFang wrote:
Tue, 3. Aug 21, 21:48
I think the placement of the turrets is its main attraction (it is also very pretty :) )

For me I think it is perfectly placed because it is a smaller large ship and lacks real hitting power if going against other large vessels. Making that even less does not resonate with me.

On the other hand it's great against little fighters and it is fun to watch.

So in a fleet it really has a place and for me it fills that otherwise completely empty spot.

Awesome ship, thank you!!

So personally I would prefer to keep it as it is.
Thanks for the input! Im quite surprised by the current vote, I thought that quite a few people thought the ship was a little op. Dont worry because the current version isnt going anywhere and isnt going to be updated, this will be a new mod. The nose gun is going to move or go because like I said I dont like where it is. Im considering making a totally new weapon for the ship that is more tuned for killing fighters and M's, perhaps some kind of accurate L sized gatling.
I also considering making a new swarm missile launcher, I like the idea of making this new variant a missile boat but the state of missiles in the game isnt exactly fun, so not sure.

And i'm glad you like the ship and that it fits exactly where I intended.

Ormac
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Re: Do you think the Argon Cyclops mod is overpowered?

Post by Ormac » Fri, 6. Aug 21, 08:57

Just tried out the Cyclops and I don't think it is overpowered.

Just used it's 16 M Turrets for a tongues of fiery flak chasing fighters.

Although it has the form reminisent of the Centaur it seems to fit into the role of the Cerberus providing defence against fighters. Fits nicely now in 4.0 patrolling asteroid fields to swat those khaak that harass the miners.
I was expecting a corvette to stand off against the Nemesis but a good escort ship is also needed.

Not hat I was expecting but the description didn't lie.

loxen
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Re: Do you think the Argon Cyclops mod is overpowered?

Post by loxen » Thu, 19. Aug 21, 14:01

I'm not able to get this ship to show up in current version. Any advice?

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Axeface
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Re: Do you think the Argon Cyclops mod is overpowered?

Post by Axeface » Thu, 19. Aug 21, 14:23

loxen wrote:
Thu, 19. Aug 21, 14:01
I'm not able to get this ship to show up in current version. Any advice?
I just tested quickly and the ship is working for me in the current beta. Hmm, did you recently install any new mods, like ships? Cant really think of any reason for your problem other than a mod conflict.

Jourgand
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Re: Do you think the Argon Cyclops mod is overpowered?

Post by Jourgand » Tue, 21. Sep 21, 11:05

I think a cyclops with a displaced main gun will be very good. I will subscribe to the proposal with two main guns instead of m-turrets)

RedEyedRaven
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Re: Do you think the Argon Cyclops mod is overpowered?

Post by RedEyedRaven » Thu, 14. Oct 21, 23:38

Hey Axeface.

I think the Cyclops (non-VRO) is in a really good and unique spot, it's essentially a more potent patrol-ship / heavy corvette that trades raw firepower and HP for a smaller silhouette and better manouverability.

Yeah, in player-hands you can snipe with the main gun but the player can do that with any other ship that can mount long-range weapons.

In the hands of the AI, the Cyclops won't do as well as regular destroyers due to not having the raw firepower of L-turrets which is IMO the most reasonable trade-off for this particular ship.
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