X4 Version 2.0 Beta 4 is now available

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spankahontis
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Re: X4 Version 2.0 Beta 1 is now available

Post by spankahontis »

mr.WHO wrote: Fri, 8. Feb 19, 19:12
spankahontis wrote: Fri, 8. Feb 19, 19:08
sh1pman wrote: Fri, 8. Feb 19, 14:43 Has anyone tried the turrets yet? Are they actually OK now? Can I expect a frigate to kill a fighter in a reasonable time?
Threw my Argon Eclipse Fighter at a K Destroyers L Turrets and ripped through my mk3 shields with relative ease and my hull pretty much the same. Took just over 2 seconds for it's 2 front L Turrets to make mince meat out of me.
And the Xenon seem to be throwing I's and K's into Argon Prime as well.. Caused allot of damage before the Argon Navy got their shit together.
My body is ready! So is my Destroyer squadron. Maybe I add wing of torpedo & dumbfire Eclipses for saturation strikes.

I'm really excited about this, only gripe would be that the Xenon throw MORE Destroyers into the Sectors.. So far after 20 hours, they are not breaking through, but they do cause allot of collateral damage before they're go down.
More! MOAR!!!


Woooooo! Plus Build Station Missions FIXED! Take that off my list of most hated bugs.
Plus it looks like NPC's are building Stations.. The Holy Order are expanding into Antigone territory.
Argon eliminate anything HOP in their Sectors, so HOP seem to be using ANT as a staging ground.
alexmiusic94 wrote: Fri, 8. Feb 19, 22:20 Please add an option to disable seta interruption from stations notifications. I have 24 stations actually and can't stay in seta for more than 2 min without interruption.
+1

Also Timeline Videos, I hate getting a new Timeline from a Data Vault and having it interrupted by a pilot who wants a cookie for flying to a checkpoint.
It's driving me nuts being interrupted 3 times before watching the video in full.
Last edited by spankahontis on Sat, 9. Feb 19, 20:14, edited 2 times in total.
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MegaJohnny
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Re: X4 Version 2.0 Beta 1 is now available

Post by MegaJohnny »

Hey, turrets look like they work great now! My Demeter took down an M just now with a pulse turret, and the turret's aim was just fine. When it did miss, it was usually because the M was flying evasively or was nearly out of range. I haven't got any frigates or anything in the current playthrough, but my first impression is very positive.
sh1pman
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Re: X4 Version 2.0 Beta 1 is now available

Post by sh1pman »

sintri wrote: Sat, 9. Feb 19, 06:46 Ls are a joke, the Ks on the other hand took out 3 pulsars and 3 corvettes before I gave up fighting it with the fleet. Overall turret accuracy seems better, turret damage on the K is ridiculous, all other turrets still a pretty heavily underwhelming. As for the capital ship rebalance I can't really tell at all, they still have poor hangar stats with zero variance between each ship. There's still no way some of these ships can hold as many ships as they do. Also some ships are still just worse in every single aspect than others. The money notification is pointless, anyone remotely paying attention can just go to station funds and notice a station having no money. Also the logs needs to have an ability to be wiped, I don't particularly care about something that happened weeks ago, nor does it help with my save game sizes at all.
Do you mean that all turrets are still heavily underwhelming, or just Xenon ones on ships other than K? Is their accuracy or damage lacking? How about station turrets?
battlemode
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Re: X4 Version 2.0 Beta 1 is now available

Post by battlemode »

This is sounding promising, not got time to really check this out myself but pleased to read some positive reports about this patch.
caltrop
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Re: X4 Version 2.0 Beta 1 is now available

Post by caltrop »

I would say turrets are better all round - more accurate, harder hitting, with the L turrets on the Xenon K being particularly mean ^_^

My pharma complex guards a Xenon gate, and has been very busy since 2.0, taking out Ks and Is when it can, but also getting punished as well. L/XL shipwrecks everywhere, including constructors trying to add more station modules ^_^

https://i.postimg.cc/hvwbLG52/20190209171658-1.jpg
Tomonor
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EGOSOFT
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Re: X4 Version 2.0 Beta 1 is now available

Post by Tomonor »

For turret balancing I would say introduce S class turrets and up the damage of the M class turrets. They deal laughable damage.
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sintri
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Re: X4 Version 2.0 Beta 1 is now available

Post by sintri »

sh1pman wrote: Sat, 9. Feb 19, 21:44 Do you mean that all turrets are still heavily underwhelming, or just Xenon ones on ships other than K? Is their accuracy or damage lacking? How about station turrets?
Gorgon Vanguard (4 m beam turrets) will hit for the most part (dunno about pulses since I've swapped most ships over to beam due to not hitting before), fighting a khaak queens guard you do about 10% hull every 30 secs or so with a ttk of least 5 minutes without shields. Unless the encyclopedia's wrong hard mounted weapons still outdamage turrets by a couple times, the ai refused to shoot at the queen's guard for whatever reason. Sure the ttk goes down with additional ships but there's no reason hard mounted should be doing that much more specially considering 1 they're far smaller than turrets of the same size, and 2 you can pretty easily maintain weapons lock with hardmounted weapons the entire time anyways.
Paranid Destroyer (4 L beams turrets) v K, each pot shot with the large turrets did like 1% damage, if I remembered right a pulsar strafe would deal least 5-10%, and that's with small weapons, stack all 6 of those weapons combined and you still wouldn't reach the size of a large turret. TTK destroyer v k took way too long 1v1. Turrets just don't deal anywhere near the amount of damage they should be doing. Also each weapon size tier still needs a range increase, large has an slight increase over medium and small, but medium has the same range as small, which case boost medium a bit and large as well.

Station large pulses still seem to miss smaller ships less they're close, station large beams don't seem to have that issue but they generally tend to instantly melt just due to the fact that stations can field way too many turrets. 16 large turrets 8 medium turrets per disc, in a 3x3 setup that's 144 large turrets + 72 medium turrets half of which provides a full 180 degree coverage at the same time taking up less room than a capital ship. Your capital ship on the other hand at best carries 4 large turrets and a few more medium turrets of which you'd be lucky to get 2/3 capable of covering the same direction at once. So a modest 3x3 defence platform carries about 30 times more firepower than a capital ship.
GCU Grey Area
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Re: X4 Version 2.0 Beta 1 is now available

Post by GCU Grey Area »

sintri wrote: Sun, 10. Feb 19, 13:10 Gorgon Vanguard (4 m beam turrets) will hit for the most part (dunno about pulses since I've swapped most ships over to beam due to not hitting before), fighting a khaak queens guard you do about 10% hull every 30 secs or so with a ttk of least 5 minutes without shields.
Well, that sounds awful - recommend changing them for real guns.
Getting good results from 2.0b Bolt turrets on my Peregrine - can eliminate a fully shielded Xenon M in around 10 seconds (without any assistance from main guns).
Edit: just had opportunity to test against Queen's Guard - took around 20 seconds from first turret shot to destruction.
ReverieSwimming
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Re: X4 Version 2.0 Beta 1 is now available

Post by ReverieSwimming »

sintri wrote: Sun, 10. Feb 19, 13:10
sh1pman wrote: Sat, 9. Feb 19, 21:44 Do you mean that all turrets are still heavily underwhelming, or just Xenon ones on ships other than K? Is their accuracy or damage lacking? How about station turrets?
Gorgon Vanguard (4 m beam turrets) will hit for the most part (dunno about pulses since I've swapped most ships over to beam due to not hitting before), fighting a khaak queens guard you do about 10% hull every 30 secs or so with a ttk of least 5 minutes without shields. Unless the encyclopedia's wrong hard mounted weapons still outdamage turrets by a couple times, the ai refused to shoot at the queen's guard for whatever reason
Medium beam turrets are still awful. They received a roughly 34% buff (78 damage per beam up from 58 damage per beam). Meanwhile, medium pulses received a 140% buff (24 damage per bullet, up from 10), medium bolts received a 100% damage buff (16 damage per bullet, up from 8 ), and plasma received a 202%(!!!) damage buff (248 damage per bullet, up from 82).

Keep in mind, a hidden factor is that most turrets (except for beams and maybe shards) actually do double "bullet" damage, since their xml files have a "barrelamount" parameter of 2, meaning they shoot two bullets. So that 78 damage per beam is all you get for medium beam turrets, while medium pulses actually shoot two, three-round salvos of 24-damage bullets, every half second. In other words, for medium turrets, don't bother with beams, they're still terrible. Pulses, meanwhile, received a pretty hefty buff, making them the best anti-fighter turret.

On the other hand, large beams received a massive 1013% buff, going from 112 to 1247 damage per damage per beam. Their range is still short, at 3709 meters, but man, they utterly melt anything medium size and below. They're also super handy at killing turrets on enemy capital ships, since their damage is front-loaded (ie, the beam does 3741 damage over 3 seconds, before "reloading", meaning two of them on a destroyer can pop most turrets in a single burst).

For the other large turrets, pulses received a 400% damage buff (going from 17 to 85 damage per bullet) and, once again, plasma received a fat 443% buff, going from 164 damage per bullet to 892. This makes plasma absolutely fearsome at killing stationary targets, although they still have a hard time hitting ships, even if they are just turning (seriously, a wiggling Xenon I, the biggest ship in the game, can dodge large plasma fire).

All-in-all, I am pretty pleased with the turret change, from a damage standpoint. Pulses are good for point defense, plasma for killing hardened targets, large beams for reliability, and bolts . . . well bolts are still underperforming compared to pulses, for some reason. However, from a hardpoint survivability perspective, work still needs to be done. Every Xenon K I see, for example, is just a flying brick, since their turrets get killed within seconds, leaving a useless hull. This means that, even though their turrets hit like a truck while they are functioning (doing an eye-watering 3920 DPS per turret), since they are so fragile, they are usually destroyed before they can actually do any meaningful damage. Fragile turrets were ok in Rebirth, since ships had dozens of them, so losing a turret was not as big a problem. In this game, however, there are much fewer turrets per ship, so turret HP needs a massive buff.
Last edited by ReverieSwimming on Sun, 10. Feb 19, 18:21, edited 1 time in total.
Dreez
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Re: X4 Version 2.0 Beta 1 is now available

Post by Dreez »

One of my greatest issues with the ships is that there's no factional differense like in X3TC.

All capitalships has the same main weapons, the amount of shields and weapons doesn't varry that much,
plus the non-existant varriety in weapons.

There is also ZERO immersion by the L+ sized ships, mostly due to the fact that ALL capitalships has 3 engines..
and all these engines sounds like a fart in space.
Back in X:R when i flew past a Taranis or Arawn for the first time, i instantly fell in love with the sound
of them passing by, and they felt HUGE - they made my little skunk-corvette look like a pesky ant .

I really hope this can get fixed, because i've seen what you devs are capable of, with X3TC - best 4X game ever made.
Of all the things i've lost, i miss my mind the most.
csaba
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Re: X4 Version 2.0 Beta 1 is now available

Post by csaba »

Dreez wrote: Sun, 10. Feb 19, 17:49 One of my greatest issues with the ships is that there's no factional differense like in X3TC.

All capitalships has the same main weapons, the amount of shields and weapons doesn't varry that much,
plus the non-existant varriety in weapons.

There is also ZERO immersion by the L+ sized ships, mostly due to the fact that ALL capitalships has 3 engines..
and all these engines sounds like a fart in space.
Back in X:R when i flew past a Taranis or Arawn for the first time, i instantly fell in love with the sound
of them passing by, and they felt HUGE - they made my little skunk-corvette look like a pesky ant .

I really hope this can get fixed, because i've seen what you devs are capable of, with X3TC - best 4X game ever made.
The Taranis and Arawn were XL ships. It's better to compare the X4 destroyers to the Balor or the Suls. We can only hope they release more L/XL class war ships in the future.
Carriers on the other hand.... They need to at least replace half the M turrets for L turrets to be worth the price mark. (I know about the docked bomber workaround but it's stupid.)


Plus capships are faster, that's why they feel small imo. The Taranis and the Balor were the fastest capships in their class with 80 km/h and 96 km/h respectively, here destroyers and carriers have double the speed. Carriers are actually quite large just ships are so damn fast you zip past them.

However I do agree that the distinct hum of XL ship's engines from XR are missing.
THEGO90
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Re: X4 Version 2.0 Beta 1 is now available

Post by THEGO90 »

got a big wharf...with many hop shipsbuildqueues :D but i think i dont get paid -.-
they build a big armada with my ressource for free ôo
TDQuasar
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Re: X4 Version 2.0 Beta 1 is now available

Post by TDQuasar »

Just curious how the station profit was balanced. Typically decreased or increased?
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grapedog
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Re: X4 Version 2.0 Beta 1 is now available

Post by grapedog »

For those on 2.0.... I've heard that Station Build missions actually transfer ownership over to the faction you are building them for.

If that is the case, if you had a station build mission in progress prior to 2.0 that hadn't yet completed the mission requirements, then upgraded to 2.0.... would the mission complete and then transfer the station over? Or is it only on Station Build missions picked up AFTER 2.0, that transfer over ownership upon mission completion?
Horux
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Re: X4 Version 2.0 Beta 1 is now available

Post by Horux »

TDQuasar wrote: Mon, 11. Feb 19, 04:37 Just curious how the station profit was balanced. Typically decreased or increased?
The station profit is decreased, but in the same time the station price is decreased, so round about 50%. So You need two stations for the same profit. Not exactly but the profit impact is not this big. As long as You get Your stuff selled. And now You can lose money again, when You do not have selfsustaining stations and You do not care about selling and buying prices.
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Cadvan
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Re: X4 Version 2.0 Beta 1 is now available

Post by Cadvan »

Horux wrote: Mon, 11. Feb 19, 06:58
TDQuasar wrote: Mon, 11. Feb 19, 04:37 Just curious how the station profit was balanced. Typically decreased or increased?
The station profit is decreased, but in the same time the station price is decreased, so round about 50%. So You need two stations for the same profit. Not exactly but the profit impact is not this big. As long as You get Your stuff selled. And now You can lose money again, when You do not have selfsustaining stations and You do not care about selling and buying prices.
Again? It was never possible before in any x-game to lose money with stations!!
I'm happy that it's finally possible.
Horux
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Re: X4 Version 2.0 Beta 1 is now available

Post by Horux »

Cadvan wrote: Mon, 11. Feb 19, 08:00
Horux wrote: Mon, 11. Feb 19, 06:58
TDQuasar wrote: Mon, 11. Feb 19, 04:37 Just curious how the station profit was balanced. Typically decreased or increased?
The station profit is decreased, but in the same time the station price is decreased, so round about 50%. So You need two stations for the same profit. Not exactly but the profit impact is not this big. As long as You get Your stuff selled. And now You can lose money again, when You do not have selfsustaining stations and You do not care about selling and buying prices.
Again? It was never possible before in any x-game to lose money with stations!!
I'm happy that it's finally possible.
I thought so too, but it was just not for all. I tested it with a complex calculator for X3 AP. Final products where always profitable, nur lower tier products not.
sintri
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Re: X4 Version 2.0 Beta 1 is now available

Post by sintri »

Station profit is down pretty much across the board, some stations are hitting negatives though that's partially just because they're fulfilling buy requests dunno if those will even out. Equipment wharves also might not be able to make any profit. Haven't been running it much since this patch does for one increase xenon/khaak presence, and two make the AI build stations in places they really shouldn't. As result losing trade ships cause guy decided to build a bunch of stations in a xenon sector. Also ant decided to build factories in hop space.

Would be great if we could get sector blacklists with 2.0
Reposter
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Re: X4 Version 2.0 Beta 1 is now available

Post by Reposter »

Building Station Missions and Defence Building Stations, does the Factory/Space Station disappear once Ownership is Transferred?

Why I ask this is because, sometimes these Missions have the Factory/Space Station built at a Strategic position in the Sector, is there anyway to keep Ownership for Factories that you want?
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grapedog
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Re: X4 Version 2.0 Beta 1 is now available

Post by grapedog »

Reposter wrote: Mon, 11. Feb 19, 18:46 Building Station Missions and Defence Building Stations, does the Factory/Space Station disappear once Ownership is Transferred?

Why I ask this is because, sometimes these Missions have the Factory/Space Station built at a Strategic position in the Sector, is there anyway to keep Ownership for Factories that you want?
You can keep ownership, by not completing the mission, but you won't get the payout. But that is probably the only way to do it.

Going forward in 2.0, i'll just do station build missions for NPC factions in the more distant parts of a sector, and leave all the prime real-estate open for my own buildings.

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