So, flak is really bad now huh?

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flywlyx
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Re: So, flak is really bad now huh?

Post by flywlyx »

Raptor34 wrote: Wed, 2. Jul 25, 17:28 Imo it's because they don't want to rehash the capital superiority of the previous games. Though frankly it feels they have swung too far to the other side, especially with reports from the latest patch.
Missiles are still good though.
While I’m not opposed to their efforts to improve the small ship experience, the problem is that the game has become far too easy. As I showed in the video, stripping a capital ship now requires almost no effort—only a few, like the Ravager, pose any real challenge due to their surface elements being shielded by the main shield.

Missiles, feel completely unbalanced as always. It’s almost like Egosoft added them as a backdoor option for players who want to avoid real combat.
Raptor34
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Re: So, flak is really bad now huh?

Post by Raptor34 »

flywlyx wrote: Wed, 2. Jul 25, 19:35
Raptor34 wrote: Wed, 2. Jul 25, 17:28 Imo it's because they don't want to rehash the capital superiority of the previous games. Though frankly it feels they have swung too far to the other side, especially with reports from the latest patch.
Missiles are still good though.
While I’m not opposed to their efforts to improve the small ship experience, the problem is that the game has become far too easy. As I showed in the video, stripping a capital ship now requires almost no effort—only a few, like the Ravager, pose any real challenge due to their surface elements being shielded by the main shield.

Missiles, feel completely unbalanced as always. It’s almost like Egosoft added them as a backdoor option for players who want to avoid real combat.
I'm sure the people fighting VIG considers the game far too easy.
The actual problem is the performance impacts of small ships. Otherwise I'll like to see more fighter swarms.
flywlyx
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Re: So, flak is really bad now huh?

Post by flywlyx »

Raptor34 wrote: Wed, 2. Jul 25, 19:56 I'm sure the people fighting VIG considers the game far too easy.
The actual problem is the performance impacts of small ships. Otherwise I'll like to see more fighter swarms.
Of course, it won’t be that easy—after all, VIG uses missiles, doesn’t it? That’s why people recommend using laser turrets—yet another broken mechanic—when dealing with VIG.

Personally, I'm not a fan of fighter swarms—not just because carrier docking is a hassle, but also because fighter combat just doesn't look as impressive. Watching massive warships hurling giant plasma blasts at each other is far more visually satisfying than tiny pixels flinging little projectiles.
vvvvvvvv
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Re: So, flak is really bad now huh?

Post by vvvvvvvv »

flywlyx wrote: Wed, 2. Jul 25, 21:01 That’s why people recommend using laser turrets—yet another broken mechanic—when dealing with VIG.
Laser turrets no longer help much against VIG. Around 7.50 they were nerfed. Instead of insta hit ray, turret now has to turn, aim and fire and it turns slowly. So at best they work as fake targets. The swarm can easily dismantle a 200 turrets. Then it is perfectly capable of taking out a purple modded Asgard.
flywlyx
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Re: So, flak is really bad now huh?

Post by flywlyx »

vvvvvvvv wrote: Thu, 3. Jul 25, 05:09 Laser turrets no longer help much against VIG. Around 7.50 they were nerfed. Instead of insta hit ray, turret now has to turn, aim and fire and it turns slowly. So at best they work as fake targets. The swarm can easily dismantle a 200 turrets. Then it is perfectly capable of taking out a purple modded Asgard.
Just tried: https://youtu.be/ZB1CquxrqEs
It takes a considerable amount of time for them to deal with 100 MK1 laser towers, and it could take even longer with MK2 towers.
They can't hit a drifting Katana either, so while it's not difficult to take them out with a single Katana, it does take some time.
The video also clearly shows that the main problem with the laser towers is their poor tracking—they miss frequently, just like most other turrets.
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Re: So, flak is really bad now huh?

Post by vvvvvvvv »

flywlyx wrote: Thu, 3. Jul 25, 06:59 It takes a considerable amount of time for them to deal with 100 MK1 laser towers,
The difference is that around 6.0 100-200 Mk1 laser towers would delete entire VIG fleet in a few minutes. The turrets were instant small ship vaporizer. "considerable amount of time" is not the same effect.
flywlyx
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Re: So, flak is really bad now huh?

Post by flywlyx »

vvvvvvvv wrote: Thu, 3. Jul 25, 08:02 The difference is that around 6.0 100-200 Mk1 laser towers would delete entire VIG fleet in a few minutes. The turrets were instant small ship vaporizer. "considerable amount of time" is not the same effect.
And that fits perfectly with the discussion here—turrets are no longer effective against fighters.
I'm not the least bit surprised.
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Casishur
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Re: So, flak is really bad now huh?

Post by Casishur »

Before the Beam Turrets were weakened to the point of being useless, Beam Turrets were the best attack and defense weapon systems.

After that, stations were equipped with pulse turrets as fighter defense, which is still done today.

When Flak Turrets came out, all ships were always equipped with Flak Turrets because they hit better and do more damage.

The pulse turrets is still an alternative.
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PV_
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Re: So, flak is really bad now huh?

Post by PV_ »

Wonder if anyone have reconsidered Split flak. Given the huge dispersion it may hit a fly by accident at least :D
LameFox
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Re: So, flak is really bad now huh?

Post by LameFox »

Sadly that one has even shorter range. I do use it on M ships tho.
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vvvvvvvv
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Re: So, flak is really bad now huh?

Post by vvvvvvvv »

PV_ wrote: Fri, 4. Jul 25, 20:24 Wonder if anyone have reconsidered Split flak. Given the huge dispersion it may hit a fly by accident at least :D
There are shards which are... okay-ish. Still half the range of original flak. Effective range around 1.5 km. Pretty much the only turret that deals some damage when installed on Frigates.

Honestly, M turrets could use a pass and a few tweaks. Because all of them are quite bad.
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Re: So, flak is really bad now huh?

Post by PV_ »

LameFox wrote: Sat, 5. Jul 25, 08:59 Sadly that one has even shorter range.
What is purpose of longer range given projectile can't hit a thing and explode either at the lifetime end or on direct hit? More time for shooting at attacking fighter for a brief moment while it is moving at a straight line? What if shorter range means earlier AoE explosion in more deadly zone?

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