OOS combat fitting

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

Moderator: Moderators for English X Forum

User avatar
Chealec
Posts: 1916
Joined: Sun, 20. Aug 06, 10:54
x3tc

OOS combat fitting

Post by Chealec » Sun, 23. Nov 08, 10:58

Bearing in mind that auto-piloted ships, doing stuff like sector patrol missions, aren't bright enough to switch between weapons themselves (in the vanilla game) is it better to give them the same weapons on every gun slot?

For instance if you kit out a centaur with CIGs and HEPTs it will fire everything at once and since CIGs have a better range than HEPTs it's just wasting laser energy firing the HEPTs before they're in range.

On personal ships it's obviously not an issue as you just set up weapon groups and toggle as necessary - unfortunately the AI can't handle this.

if(targetDistance>weaponRange) {
weaponFire = false;
}
[ external image ]

... old skool

User avatar
NUKLEAR-SLUG
Posts: 2372
Joined: Thu, 4. May 06, 13:20
x3tc

Post by NUKLEAR-SLUG » Sun, 23. Nov 08, 12:10

I think it's better to to use a moderate energy drain, fast firing weapon on AI ships and make sure they're all the same.

AI ships aren't fussy about lining up a shot before they start spraying so you want to ensure they have enough weapon energy to be able to hit their target.

alex2069
Posts: 205
Joined: Thu, 22. Dec 05, 21:19
x3tc

Post by alex2069 » Sun, 23. Nov 08, 13:20

OOS combat is all math. There is no dodging, or flying around or anything like that.
The ship with the better shields/hull/weapons wins.
There MIGHT be some randomisation thrown in for good measure (concerning hit/miss with weapons), but for the most part, just get the most powerful weapon on every slot.
Se even though the HEPT or something is slow, and at longer ranges your more likely to miss; OOS, doesn't matter - it's an always hit (or mostly hit/randomisation if there is, etc).

simonnance
Posts: 6788
Joined: Fri, 12. Mar 04, 23:39
x3tc

Post by simonnance » Sun, 23. Nov 08, 14:17

alex2069 wrote:OOS combat is all math. There is no dodging, or flying around or anything like that.
Which is why although a wing of M4+ fighters will own a M6 IS, jump out and they will pop like bubbles as their advantage of manoeuvrability and speed disappears. Likewise as the calculations assume that shots always hit, you dont have to worry about putting all the same weapons on the ship in question..... look for the big-est bad-est guns it can mount.
want the FACTS about X2/X3?
Usenko wrote:Don't get me wrong, I think animals have their place in the scheme of things. It's just that in the case of sheep, cattle and pigs, their place happens to be in neat pieces under the griller.:-)

Return to “X Trilogy Universe”