Exceptional Weapon Chambers

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Weez
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Exceptional Weapon Chambers

Post by Weez »

So far I enjoyed the new update and DLC a lot. And I've loved flying the new ships. The problem is however, I would really like to mod the ships I personally use, however, even in my save that's hundreds of hours old, I have only a handful of weapon chambers. Now I've tried for many more hours to get more, but the missions that are rewarding them are so rare, that you can go RL-hour without ever seeing one. And when you don't want to become hostile to some factions, you are left with only Terran vs Xenon missions and some SCA boarding operations that don't hurt your reputation as badly. I don't get why these parts, of which you need one for ever single weapon your want to mod, have to be THAT rare. Other exceptional modding parts are nowhere near this bad. Since Ventures have been gone for years now and it does not seem that they are going to make a return, I was pretty excited to read about the new Vendor in Nopeleus' Memorial, that is supposed to sell stuff that was previously only obtainable as drops. But ofc, I was wrong in assuming that included modding parts. It's just like the imovable stance on not letting Pilots gain levels by simply playing the game, I really don't get it and it's become fairly frustrating.
So I guess I really have to resort to what I avoided to do and put mods in my game. It's just such simple QoL improvments you can't go without after a while, when your save is old enough. I can't stand teleporting around the galaxy again and again and again, just to see "Blow up a Xenon Station 3 sectors deep in Xenon infested territory for an awesome tuning software" anymore.
Other than that, thanks for the update, I'm still having fun, it just could be even more, if the vanilla game would let me experience it to it's full extent ;)
gbjbaanb
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Re: Exceptional Weapon Chambers

Post by gbjbaanb »

Duke's ships drop the better parts. Go shoot them, they're always going to be hostile to you.
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Axeface
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Re: Exceptional Weapon Chambers

Post by Axeface »

gbjbaanb wrote: Sat, 29. Jun 24, 22:21 Duke's ships drop the better parts. Go shoot them, they're always going to be hostile to you.
Something has changed with them, at least for automated ships viewtopic.php?p=5228890#p5228890
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Genoscythe
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Re: Exceptional Weapon Chambers

Post by Genoscythe »

The way I get weapon chambers by the hundreds is by setting up blockades via defend orders on extermination fleets in front of a gate/accelerator on sectors under freuqent attack and then assigning a single corvette with Mk4 split engines to "repeat order" and "collect drops". This will make it collect all the drops there while the overwhelming firepower of your destroyers and other Ms just filters everything. Don't forget to rename your collector ships like COLL (insert sector).

You can also produce ships for two enemy factions at the same supercomplex and just have them fight each other. I like Yaki and Boron but I also just slapped a supercomplex that I let produce Yaki ships for 30 min to Mars, this will produce plenty of resources from the combat.

Once in a while you do a run where you just teleport to your collection ships, then let them hand over the inventory to you.
steelman111
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Re: Exceptional Weapon Chambers

Post by steelman111 »

The best way to get them early on in my experience is forcing Prometheus's to bail (did a few last night), more often than not they'll have equipped: 1-3 exceptional weapon mods, 1 exceptional thruster, 1 exceptional hull and 1 exceptional shield mod, sometimes you capture a dud that mostly has basic mods and little else though, destroying them (and other BUC ships) usually yields a couple of mods too but never normally as good as the ones they have equipped.

You can dismantle the mods off of these captured ships and re-use them for others.
Chrisxx1990
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Re: Exceptional Weapon Chambers

Post by Chrisxx1990 »

steelman111 wrote: Sun, 30. Jun 24, 06:51 The best way to get them early on in my experience is forcing Prometheus's to bail (did a few last night), more often than not they'll have equipped: 1-3 exceptional weapon mods, 1 exceptional thruster, 1 exceptional hull and 1 exceptional shield mod, sometimes you capture a dud that mostly has basic mods and little else though, destroying them (and other BUC ships) usually yields a couple of mods too but never normally as good as the ones they have equipped.

You can dismantle the mods off of these captured ships and re-use them for others.
This worked 2-3 years ago, but now they only have the green and blue mods but never the exeptional ones!
jlehtone
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Re: Exceptional Weapon Chambers

Post by jlehtone »

Weez wrote: Sat, 29. Jun 24, 19:49 And when you don't want to become hostile to some factions, you are left with only Terran vs Xenon missions and some SCA boarding operations that don't hurt your reputation as badly.
It is usually station demolition Guild mission that may have the chamber. (I have not had access to them in ARG vs XEN Guild for a long time.)
If you have 27+ reputation with a faction, then demolition of a Defence Platform is only a 2-3 level drop, not "hostility". Easy to regain.
(ZYA would like "some harm" to come for ARG Wharf. That is more modules.)
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H34Dru5H
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Re: Exceptional Weapon Chambers

Post by H34Dru5H »

Chrisxx1990 wrote: Sun, 30. Jun 24, 07:47
This worked 2-3 years ago, but now they only have the green and blue mods but never the exeptional ones!
Not true.. I killed a Prom last night and just a minute ago, both had exeptional nonoweave mods. Granted they were not Weapon Chambers but purple all the same.
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jlehtone
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Re: Exceptional Weapon Chambers

Post by jlehtone »

H34Dru5H wrote: Sun, 30. Jun 24, 15:52
Chrisxx1990 wrote: Sun, 30. Jun 24, 07:47 This worked 2-3 years ago, but now they only have the green and blue mods but never the exeptional ones!
Not true.. I killed a Prom last night and just a minute ago, both had exeptional nonoweave mods. Granted they were not Weapon Chambers but purple all the same.
I just met a Prom and made it blue. Once claimed, it still had six purple mods, of which three are in weapons. Can't excuse that it was "an old ship", a survivor, because I did find it from new 7.0 sectors. Fresh blood.
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Weez
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Re: Exceptional Weapon Chambers

Post by Weez »

I've killed many, many, many, Prometheus. They do drop exeptional Nanoweave, so I have hundreds of those. But never did I get a single weapons chamber. I have collector ships flying in every combat zone in my universe, but I get maybe 1 after a few days of playtime. So, I'm pretty sure I'm already trying everything that is possible in the game already, but as soon as I want to mod several ships, it becomes apparent that I will never have enough weapon chambers, even when activly farming for them. I mean. Station destruction missions are also extremly rare, and I really don't want to destroy too many stations in a short amount of time, as to not create too much of an imbalance between the factions in the game.
fade7
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Re: Exceptional Weapon Chambers

Post by fade7 »

Weez wrote: Sun, 30. Jun 24, 21:25 I've killed many, many, many, Prometheus. They do drop exeptional Nanoweave, so I have hundreds of those. But never did I get a single weapons chamber. I have collector ships flying in every combat zone in my universe, but I get maybe 1 after a few days of playtime. So, I'm pretty sure I'm already trying everything that is possible in the game already, but as soon as I want to mod several ships, it becomes apparent that I will never have enough weapon chambers, even when activly farming for them. I mean. Station destruction missions are also extremly rare, and I really don't want to destroy too many stations in a short amount of time, as to not create too much of an imbalance between the factions in the game.
Hey Weez sent you a PM. also here is an old thread talking about same thing. it may be useful.

viewtopic.php?p=5212743
Chrisxx1990
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Re: Exceptional Weapon Chambers

Post by Chrisxx1990 »

jlehtone wrote: Sun, 30. Jun 24, 19:36
H34Dru5H wrote: Sun, 30. Jun 24, 15:52
Chrisxx1990 wrote: Sun, 30. Jun 24, 07:47 This worked 2-3 years ago, but now they only have the green and blue mods but never the exeptional ones!
Not true.. I killed a Prom last night and just a minute ago, both had exeptional nonoweave mods. Granted they were not Weapon Chambers but purple all the same.
I just met a Prom and made it blue. Once claimed, it still had six purple mods, of which three are in weapons. Can't excuse that it was "an old ship", a survivor, because I did find it from new 7.0 sectors. Fresh blood.
They do have exeptional mods, but no weapon. I scanned like 20 or 30 th last days before i destroyed them. so Maybe you have some old ships still existing in your game. But for now its not possible that the Prometheus drops exeptional weapon chambers...
jlehtone
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Re: Exceptional Weapon Chambers

Post by jlehtone »

Chrisxx1990 wrote: Mon, 1. Jul 24, 01:10 They do have exeptional mods, but no weapon. I scanned like 20 or 30 th last days before i destroyed them. so Maybe you have some old ships still existing in your game. But for now its not possible that the Prometheus drops exeptional weapon chambers...
Like I said, it was in a sector that was added by the 7.0 update. Was it an old ship that had migrated there since the update, or generated there as part of "add 7.0 content"? I don't know.

The (6.20 era) thread linked by fade7 does have a comment that one Prometheus job has "has tier 3 mods of all types".
Was it that one that I did stumble on, or did 7.0 adjust jobs? (We do know that 7.0 did adjust jobs for Xenon.)

On my latest save BUC has
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M-class ships.
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steelman111
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Re: Exceptional Weapon Chambers

Post by steelman111 »

Chrisxx1990 wrote: Sun, 30. Jun 24, 07:47
steelman111 wrote: Sun, 30. Jun 24, 06:51 The best way to get them early on in my experience is forcing Prometheus's to bail (did a few last night), more often than not they'll have equipped: 1-3 exceptional weapon mods, 1 exceptional thruster, 1 exceptional hull and 1 exceptional shield mod, sometimes you capture a dud that mostly has basic mods and little else though, destroying them (and other BUC ships) usually yields a couple of mods too but never normally as good as the ones they have equipped.

You can dismantle the mods off of these captured ships and re-use them for others.
This worked 2-3 years ago, but now they only have the green and blue mods but never the exeptional ones!
I literally captured a few last night on 7.0 (save was started on beta 6), 2 of them had a bunch of exceptional mods with two of the ships having 3x exceptional weapon chambers.

They definitely 100% have fitted exceptional weapon mods and relatively frequently for me.

Here's a screencap I took of one I've just captured (dark image is an issue with rivatuner its not that dark in game)
https://i.imgur.com/Y4tgYn6.png

*Note I'm using a mod that removes the RNG from mods which is why they're all perfect, but the mod has no bearing on whether ships have more of them or not, I've had more than a few with just green/blue mods, I also don't have any mods that alter ships.*
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MKL81
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Re: Exceptional Weapon Chambers

Post by MKL81 »

steelman111 wrote: Mon, 1. Jul 24, 10:38 I literally captured a few last night on 7.0 (save was started on beta 6), 2 of them had a bunch of exceptional mods with two of the ships having 3x exceptional weapon chambers.

They definitely 100% have fitted exceptional weapon mods and relatively frequently for me.
I must be very unlucky then, because I did the same yesterday to check and captured 8 Prometheuses in Paranid sectors, none of them had even single exceptional mod on it :(
Chrisxx1990
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Re: Exceptional Weapon Chambers

Post by Chrisxx1990 »

ok, than im wrong. But i dont have the timelines DLC so i dont have this sector :(
MKL81
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Re: Exceptional Weapon Chambers

Post by MKL81 »

Chrisxx1990 wrote: Mon, 1. Jul 24, 14:31 ok, than im wrong. But i dont have the timelines DLC so i dont have this sector :(
You don't need Timelines to have these sectors available. Some of the new sectors are available in 7.0, no DLC required.
jlehtone
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Re: Exceptional Weapon Chambers

Post by jlehtone »

MKL81 wrote: Mon, 1. Jul 24, 15:26
Chrisxx1990 wrote: Mon, 1. Jul 24, 14:31 ok, than im wrong. But i dont have the timelines DLC so i dont have this sector :(
You don't need Timelines to have these sectors available. Some of the new sectors are available in 7.0, no DLC required.
Indeed. The 7.0 did add some sectors and ships. (I don't have the Timelines DLC either.)

The sector name "Mi-Ton's Refuge" (shown on that screenshot) was on X2 and X3 maps too. (Not that it matters one way or another.)
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Chrisxx1990
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Re: Exceptional Weapon Chambers

Post by Chrisxx1990 »

Ok i found them and also i found the ship with the exeptional modifications :D
Rikaelus
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Re: Exceptional Weapon Chambers

Post by Rikaelus »

Necroing to say: https://www.nexusmods.com/x4foundations/mods/74

I have very little trouble rationalizing that one since it seems fundamentally weird that these items exist in the verse but you can't just... you know... buy them. You can build a corporate empire to conquer the universe but can't by mods? That's just weird to the point if immersion-breaking. Hell, you should be able to manufacture them! You can build a Terran Asgard with a death star beam but an Exceptional Weapon Chamber is too hard? I mean... yeash...

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