Now that turrets are fixed, can we adress other ballance issues?

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Should this be done for 2.50?

Yay
36
77%
Nay
5
11%
Don't care
6
13%
 
Total votes: 47

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Sam L.R. Griffiths
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Joined: Fri, 12. Mar 04, 19:47
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Re: Now that turrets are fixed, can we adress other ballance issues?

Post by Sam L.R. Griffiths »

dholmstr wrote: Fri, 1. Mar 19, 15:50
GCU Grey Area wrote: Fri, 1. Mar 19, 12:07 By the way, if you really want to go nuts with missile capacity - get an Odysseus, install 4xL Dumbfire turrets & 2xM Tracking turrets.
Total capacity: 1,380 missiles, absolutely none of which need to be dumbfire...
Those L turrets never fire if there are no dumbfire missiles on board, however they do still seem to function as auxiliary missile storage pods for any other sort of missile - each L Dumbfire turret adds +300 to capacity (rather than +100 for L Tracking turrets).
Cool, must test that one. But still, this only shows that they should redo some of missile concepts in the game.
Hardly, they may need to consider the impact of exploits like that described - using L Dumbfire Turret pods as Tracking Ammo pods (or visa versa for that matter).
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

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Vaeo
Posts: 234
Joined: Wed, 27. May 09, 08:03
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Re: Now that turrets are fixed, can we adress other ballance issues?

Post by Vaeo »

Turret tracking is fixed. Turret damage is still pretty low unless I'm mistaken and needs a buff up.
Falcrack
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Joined: Wed, 29. Jul 09, 00:46
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Re: Now that turrets are fixed, can we adress other ballance issues?

Post by Falcrack »

Buzz2005 wrote: Fri, 1. Mar 19, 10:29
Falcrack wrote: Fri, 1. Mar 19, 03:13 I don't really understand why missile capacity is not tied to the number of missile turrets. Aren't the missiles supposed to be loaded directly into the turrets, and not cargo? Therefore, each turret should add to the missile capacity of the ship. For example 1 turret = 10 missiles, 2 turrets = 20 missiles, etc. MK2 turrets would add 15 missiles each instead of 10 missiles each.
I dont get what you talking about bc when I buy Odysseus and put L missiles tracking turrets the missiles capacity goes up, if all L turrets are missiles I can put 500 missiles in
Well, try buying an eclipse and equip with tracking MK1. Whether 1 launcher or 4, it stays at 20 missile capacity. I know MK2 missile turret increase by 2 each time. What I am talking about is each launcher adding to missile capacity. It looks like it is a little different with destroyers.
GCU Grey Area
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Re: Now that turrets are fixed, can we adress other ballance issues?

Post by GCU Grey Area »

Falcrack wrote: Sat, 2. Mar 19, 17:46 Well, try buying an eclipse and equip with tracking MK1. Whether 1 launcher or 4, it stays at 20 missile capacity. I know MK2 missile turret increase by 2 each time. What I am talking about is each launcher adding to missile capacity. It looks like it is a little different with destroyers.
That's what mk2 launchers are for. For S ships each mk2 launcher adds either +1 torpedo, +2 tracking or +2 dumbfire, while for M ships those numbers are doubled. It's the USP for mk2 launchers - the extra missile capacity is why they cost so much more. Otherwise they're identical to the mk1's - same missiles & (as far as I'm aware) same rate of fire.

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