So, I don't know how many X4 players actually miss getting into your own turrets and shoot enemies with them, but personally I do.
The fact, that the automated turrets have VERY low accuracy (I love watching my 50 turrets on a raptor all shoot 1 meter behind a fighter instead of at the fighter) just make my wish, to personally control atleast the big turrets, even bigger.
Since it can be very boring to just point at some small reticle and click until the target is dead, I would like to have a system, like World of Warships or other Navalbattlegames use it.
That would require that the range of the turrets gets increased by a lot, but instead, the turrets could gain a minimum distance for them to be accurate (because, let's be honest, when we fight Destroyer vs Destroyer, our strategy is to find a blind spot in their turret coverage and shoot from there)
A Naval like system would make, movement, strategy, cover, placement and planning (since turrets would have slow turning speeds) much more important which would make capital battles more fun and challenging.
tl.dr:
I'm a bit sick of watching my battleship shoot at things but miss them by 1 meter or even less and not being able to do anything about it. The X3 system where you could man a single turret and shoot through it isn't the perfect solution either.
I have no idea, if such a thing is even possible with the way how X works.
Naval-like combat for L turrets on battleships
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Re: Naval-like combat for L turrets on battleships
The VRO mod makes capital ship combat a lot more visually appealing, by overall increasing the speed and range of capital-class weapons. They also tend to be more accurate, probably because the increased speed of the projectiles means there is less possibility for the target to move out of position before the projectile arrives.
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Re: Naval-like combat for L turrets on battleships
That sounds very nice, I'll check it out on my next savegame probably.Falcrack wrote: ↑Tue, 7. Apr 20, 16:07 The VRO mod makes capital ship combat a lot more visually appealing, by overall increasing the speed and range of capital-class weapons. They also tend to be more accurate, probably because the increased speed of the projectiles means there is less possibility for the target to move out of position before the projectile arrives.
Yet, it's not quiet what I want. I want Capital combat to feel challenging and rewarding. It already can be nice looking when you have 20 turrets shooting at the enemy ships.
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Re: Naval-like combat for L turrets on battleships
VRO overhauls all that, and adds in that challenging and rewarding bit (I feel). Every weapon has a distinct role too. A great mod, and definitely worth looking at.Gween wrote: ↑Tue, 7. Apr 20, 16:14That sounds very nice, I'll check it out on my next savegame probably.Falcrack wrote: ↑Tue, 7. Apr 20, 16:07 The VRO mod makes capital ship combat a lot more visually appealing, by overall increasing the speed and range of capital-class weapons. They also tend to be more accurate, probably because the increased speed of the projectiles means there is less possibility for the target to move out of position before the projectile arrives.
Yet, it's not quiet what I want. I want Capital combat to feel challenging and rewarding. It already can be nice looking when you have 20 turrets shooting at the enemy ships.
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Re: Naval-like combat for L turrets on battleships
It really overhauls ALL of it? So I can control the turrets myself?Thurgret wrote: ↑Tue, 7. Apr 20, 16:21VRO overhauls all that, and adds in that challenging and rewarding bit (I feel). Every weapon has a distinct role too. A great mod, and definitely worth looking at.Gween wrote: ↑Tue, 7. Apr 20, 16:14That sounds very nice, I'll check it out on my next savegame probably.Falcrack wrote: ↑Tue, 7. Apr 20, 16:07 The VRO mod makes capital ship combat a lot more visually appealing, by overall increasing the speed and range of capital-class weapons. They also tend to be more accurate, probably because the increased speed of the projectiles means there is less possibility for the target to move out of position before the projectile arrives.
Yet, it's not quiet what I want. I want Capital combat to feel challenging and rewarding. It already can be nice looking when you have 20 turrets shooting at the enemy ships.
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Re: Naval-like combat for L turrets on battleships
I don't know if it's just me, but it feels like turrets are a worse shot now than they were in 2.60? I don't know if that's down to a leading algorithm change, a skill scaling change, bullet speed change, or whatever. But we still have this thing where destroyers are sometimes shooting at a completely stationary K and missing
I hope it's something that gets reviewed again in the future.

I hope it's something that gets reviewed again in the future.
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Re: Naval-like combat for L turrets on battleships
Same here - it is so cool to look at Bolt tracers all over the plance...until you realize that like 95% of shots miss the target.
For efficiency sake, Pulse, Beam and Flak are much more accurate.
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Re: Naval-like combat for L turrets on battleships
Believe it or not, but even Pulse turrets tend to miss fighters a lot of times.