
Anyone noticed similar events?
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The guns on the Ks and Is will eat a Nemesis alive now, I bet they didn't last 2 minutes. I'm interested to see how the Xenon cap ships do oos against my fully plasma'd out Oddys. May just send them into the other Faulty Logic tonight just to see what happens.Faustov wrote: ↑Tue, 26. Feb 19, 23:52 I've bought and fully modded 2 Behemoths and 6 Nemesis and grouped them into a wing, then sent to Hatikvah's Choice I. Since these are my first destroyers, I flew there to watch how they're gonna do against the intensified Xenon wave, and they got pummeled by 3 Ks and some Ps. Was it because I was watching? ;( Or could it be the pulse guns (I chose these to destroy the defence station)
Do you mod them? Is it worth it?MurryChang wrote: ↑Wed, 27. Feb 19, 00:00 The guns on the Ks and Is will eat a Nemesis alive now, I bet they didn't last 2 minutes. I'm interested to see how the Xenon cap ships do oos against my fully plasma'd out Oddys. May just send them into the other Faulty Logic tonight just to see what happens.
That's using my personal Nemesis which is modded with the Advanced shield mod for capacity, so my shields are ~13000MJ. I fly into one of those turret streams and it strips 'em in seconds, first time I took on a 2.0 K I brought it down but it took me down to half hull before I could blow up the turrets between the engines and slip into the sweet spot. Now I'm taking them out with torpedoes before I go in lolFaustov wrote: ↑Wed, 27. Feb 19, 00:06Do you mod them? Is it worth it?MurryChang wrote: ↑Wed, 27. Feb 19, 00:00 The guns on the Ks and Is will eat a Nemesis alive now, I bet they didn't last 2 minutes. I'm interested to see how the Xenon cap ships do oos against my fully plasma'd out Oddys. May just send them into the other Faulty Logic tonight just to see what happens.
Agree, tested 8 Nemesis Vanguards against a Xenon I in the beta - best they managed was to get it's shields down to about 30% before the last of them went down. Unsupported M class ships are pretty much flying coffins against the Xenon now - just too big & easy for Xenon turrets to hit, while not being durable enough to take a pounding.MurryChang wrote: ↑Wed, 27. Feb 19, 00:00 The guns on the Ks and Is will eat a Nemesis alive now, I bet they didn't last 2 minutes.
Pro assessment right there:)GCU Grey Area wrote: ↑Wed, 27. Feb 19, 00:34Agree, tested 8 Nemesis Vanguards against a Xenon I in the beta - best they managed was to get it's shields down to about 30% before the last of them went down. Unsupported M class ships are pretty much flying coffins against the Xenon now - just too big & easy for Xenon turrets to hit, while not being durable enough to take a pounding.MurryChang wrote: ↑Wed, 27. Feb 19, 00:00 The guns on the Ks and Is will eat a Nemesis alive now, I bet they didn't last 2 minutes.
I kill K's most reliably using large fighter swarms rather than using destroyers. They will pick off the turrets, and once turrets are stripped, a K, even post 2.0, will fall quickly.Faustov wrote: ↑Tue, 26. Feb 19, 23:52 I've bought and fully modded 2 Behemoths and 6 Nemesis and grouped them into a wing, then sent to Hatikvah's Choice I. Since these are my first destroyers, I flew there to watch how they're gonna do against the intensified Xenon wave, and they got pummeled by 3 Ks and some Ps. Was it because I was watching? ;( Or could it be the pulse guns (I chose these to destroy the defence station)
I don't think it's a bug, pretty sure the patch notes say it's intentional.
Where does it say?MurryChang wrote: ↑Thu, 28. Feb 19, 14:35 I don't think it's a bug, pretty sure the patch notes say it's intentional.
Oh that's what you mean? In sector vs. out of sector mechanics always work differently in X games. There isn't collusion detection, for one thing, and there's no 3d rendering, making maneuvering unimportant; so it's basically a numbers game. Kit out destroyers with all plasma and never be in sector when they fight, they'll basically run over everything.Faustov wrote: ↑Thu, 28. Feb 19, 14:40Where does it say?MurryChang wrote: ↑Thu, 28. Feb 19, 14:35 I don't think it's a bug, pretty sure the patch notes say it's intentional.
How can a whole battle be decided 100% based on your presence (not active involvement) in the sector?
Oh yeah Xenon Wharf/Shipyard is about the only thing I can't take out right now. The ships definitely act dumb when they attack stations whether you're in system or not and the Wharf/Shipyard seems to have WAY more firepower than the defense platforms.ZaphodBeeblebrox wrote: ↑Thu, 28. Feb 19, 14:49 I tried attacking a Xenon Wharf in high attention with 3 fleets of ships. I had 3 XL 12 L 30M and around 40S ships. I was piloting an Odysseus Vanguard.
I watched with dismay as the turrets on the station tore my ships apart. A lot of the ships had torpedo and heavy missiles with plasma. Not that they appeared to use these very well.
I was expecting the fleet to stay back and remove the turrets from a distance, not kamikaze.
We have a more formidable enemy but my own forces appeared to suffer from terminal stoopidity.
Ahh I see what you mean, you're probably not wrong the pilot AI isn't great.Faustov wrote: ↑Thu, 28. Feb 19, 14:49 OK, for me, before 2.0 it was like this:
---> In sector: win battle losing 1 ship maybe
---> out of sector: win battle without losing any ships
Now, 2.0:
---> In sector: if K is present, my fleets disappear under 1 minute
---> out of sector: win battle without losing any ships, even with 3 Ks present
My conclusion: K power was rebalanced (good) but missing AI balancing (bug).