Increased Xenon activity after 2.0

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TDQuasar
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Increased Xenon activity after 2.0

Post by TDQuasar »

A few seconds after I launched the game with 2.0 I noticed an increased Xenon activity out of Scale Plate Green I. 2 x Ks and a lot of Ps and smaller ships came through the jump gate to Company Regard. Luckily I had an enormous fleet waiting there. After a few minutes the first Xenon Defense Station appeared in Company Regard. They are expanding. I like the new active Xenons. :)

Anyone noticed similar events?
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Buzz2005
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Re: Increased Xenon activity after 2.0

Post by Buzz2005 »

where were you in the beta phase :lol:

yes they do that now, and all other factions,
watch out for xenon I that dude is the fan that shit hits
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Thecrippler
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Re: Increased Xenon activity after 2.0

Post by Thecrippler »

same for me in argon space hatikvah s choice they build 2 def platforms and xenons are pouring in nonstop :) but there is a small problem the performance is kicking in again fps dropping bad and argon still does not build ships from argon prime special the cap ships :? shipyard wharf full https://steamcommunity.com/sharedfiles/ ... 1667647062
MurryChang
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Re: Increased Xenon activity after 2.0

Post by MurryChang »

I've got 10 destroyers in Faulty Logic 1 just waiting for them to come through but no dice. Company Regard, Hatikvah's Choice I and Ianamus Zura IV are getting invaded though. K's are a bit tougher to kill now because the turrets hit harder, you can still get in their sweet spot easy if you hit the turrets there with a torp and take 'em out quick. I's are about the same since you can take out a turret or two from a distance and sit in a blind spot along their side, it's just slightly tougher to take out those couple turrets.
Faustov
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Re: Increased Xenon activity after 2.0

Post by Faustov »

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)
MurryChang
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Re: Increased Xenon activity after 2.0

Post by MurryChang »

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)
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
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Re: Increased Xenon activity after 2.0

Post by Faustov »

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.
Do you mod them? Is it worth it?
MurryChang
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Re: Increased Xenon activity after 2.0

Post by MurryChang »

Faustov wrote: Wed, 27. Feb 19, 00:06
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.
Do you mod them? Is it worth it?
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 lol

Edit: Oh you meant the Oddys, didn't you? Some of them are modded, I have yet to see if it's worth it in 2.0. Eight of them took Faulty Logic 1 without taking a single point of damage in 1.6.
Last edited by MurryChang on Wed, 27. Feb 19, 00:17, edited 1 time in total.
Faustov
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Re: Increased Xenon activity after 2.0

Post by Faustov »

Well I got the exceptional shield capacity mod and same thing... But I didn't expect the same outcome on 2 modded behemoths ;/ Looks like more game balancing is required...
GCU Grey Area
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Re: Increased Xenon activity after 2.0

Post by GCU Grey Area »

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.
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.

For my Xenon hunting fleet I'm currently using 4 Phoenix Vanguards (turrets: 2xM Plasma + 1xM Heavy Smart Missile on the front, 2xL Beam + 6xM Pulse at the stern), backed up by a Condor carrying 24 Buzzards (mostly Sentinels) which are deployed primarily to distract turrets if the fleet's up against an I, or more than one K in close proximity. The Buzzards are surviving much better than I expected. I do lose the occasional one now & then, but they seem to be sufficiently small & agile enough to evade most of the incoming fire & definitely serve a valuable role in keeping most of that fire away from the capitals.

Highly recommend adding a carrier & fighter screen to any Xenon hunting fleet which doesn't already have them.
MurryChang
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Re: Increased Xenon activity after 2.0

Post by MurryChang »

GCU Grey Area wrote: Wed, 27. Feb 19, 00:34
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.
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.
Pro assessment right there:)
Falcrack
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Re: Increased Xenon activity after 2.0

Post by Falcrack »

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 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
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Re: Increased Xenon activity after 2.0

Post by Faustov »

Guys, this is an AI bug. I tried going into war with my fleet and got devastated again.

Then I let them go without joining in and my fleet destroyed 3 waves without losing a single ship or even a scratch on the hull.
MurryChang
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Re: Increased Xenon activity after 2.0

Post by MurryChang »

Faustov wrote: Thu, 28. Feb 19, 14:13 Guys, this is an AI bug. I tried going into war with my fleet and got devastated again.

Then I let them go without joining in and my fleet destroyed 3 waves without losing a single ship or even a scratch on the hull.
I don't think it's a bug, pretty sure the patch notes say it's intentional.

Two of my Oddys beat a K last night while I was oos without taking a scratch, the new K's are more aggressive though so my destroyers don't have to chase them all around the system:)
Faustov
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Re: Increased Xenon activity after 2.0

Post by Faustov »

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.
Where does it say?

How can a whole battle be decided 100% based on your presence (not active involvement) in the sector?
MurryChang
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Re: Increased Xenon activity after 2.0

Post by MurryChang »

Faustov wrote: Thu, 28. Feb 19, 14:40
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.
Where does it say?

How can a whole battle be decided 100% based on your presence (not active involvement) in the sector?
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.
ZaphodBeeblebrox
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Re: Increased Xenon activity after 2.0

Post by ZaphodBeeblebrox »

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.
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Faustov
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Re: Increased Xenon activity after 2.0

Post by Faustov »

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).
MurryChang
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Re: Increased Xenon activity after 2.0

Post by MurryChang »

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.
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.
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).
Ahh I see what you mean, you're probably not wrong the pilot AI isn't great.
Last edited by MurryChang on Thu, 28. Feb 19, 15:32, edited 1 time in total.
Stonehouse
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Re: Increased Xenon activity after 2.0

Post by Stonehouse »

Always the problem of IS and OOS fighting, at x3 even your best ship could be killed OOS by a Q just cause of the odd dmg calculation, while if you was IS the Q just got shred.

And here it is the same, IS there are hitboxes and collision boxes that have to be hit/avoided, also turret configuration and placement is a thing.
OOS they fight numbers vs numbers, a swarm of s ships will kill a K with ease, even if it take a while, i dont know if the dmg is split across the targets or the evading calculation is just to high but i also noticed that sometimes none of my s fighters got shield dmg, hell my zeus with 25 subs raped 6xK and a I. It was amazing to see how 1-2 s fighters distracted a destroyer while the others focused one by one.

Feels like they have to adjust the OOS fighting, may a s fighter could keep a destroyer busy if the destroyer has a bad weapon distribution and cant hit it...but IS the figher just would retreat and start another attack and get killed during the approach.

I only fight with pure xl/l fleets if im around, s&m ships are only used if im OOS.

(But cause of the bugged command the s&m ships get if they land at a carrier they didnt get used oos...cause they dont care if the carrier got trouble :( )

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