Public Beta 1.5 YAY

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Tattoonation
Posts: 106
Joined: Sat, 11. Aug 07, 01:00
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Re: Public Beta 1.5 YAY

Post by Tattoonation »

Axeface wrote: Fri, 14. Dec 18, 22:59
Tattoonation wrote: Fri, 14. Dec 18, 22:56 The classic mouse steering was, according to the patch notes, unfortunately not yet realized ...... Bernd said in the video He think it would come with 1.5 ...... :(
You mean the mode where you have to pick up your mouse all the time because you run out of desk space?
Yes funny, right?

I know the problem you're talking about when you move the mouse 100 times to the right, pick it up, bring it back and move it to the right again because otherwise the table would be out just to spin the ship to fly after the enemy :lol: ...... hehehe

Yes, I prefer this control and many other players, which is why it comes back now!
The reason is simply explained: The ship moves exactly as I move the mouse with my hand and no millimeter ider less! This Mouse Stearing is much more accurate than the current one, which I still curse even after over 130 hours of playing time!

I like the Direct Mous Steering because the ship immediately moves 1mm to the right when I move the mouse1mm to the right.

And if I turn left or right, I want the ship to stop at the moment I stop the mouse.

Currently the shiff does not move around the middle, but rotates when I move the cursor to the edge of the screen .... it is not precise ....
The Classic Mouse Steer was announced for Patch 1.5 or 2.0
X2-Illuminatus wrote: Fri, 14. Dec 18, 23:34 Wer enttäuscht vom Spiel ist, darf das hier äußern und muss sich nicht anhören (respektive lesen), welche Fehler oder Unzulänglichkeiten man aushalten soll. Solche Kommentare also bitte hier sein lassen.
Tattoonation
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Re: Public Beta 1.5 YAY

Post by Tattoonation »

Depleted wrote: Fri, 14. Dec 18, 21:41
Frigattes aren't fighters mate, Corvettes are the M class fighting specialists and the nemesis vanguard is a BEAST, also smaller ships always have the advantage of small ship signature, faster speed, better maneouverability, and being a very small target which can easily be missed by the largest caliber weapons, but bigger ships deal with them by having larger caliber weapons which eat small ships for breakfast, avoid ships with turrets for main armaments while turrets are broken, beam laser weaponry is godlike for chewing away at shield and hull, the antigone republic have the best S class fighter with 6 gun slots, the paranid empire have the best M class corvette, I have no idea what is the best L or XL ship as they're slow whales and the capital weaponry is pretty bad at killing anything that isn't another capital or a station.

Seriously avoid frigates, they are more like turret boats and are they are not front line fighters, they are more of a passive support unit I think, corvettes lead dway :D
But you already know that we play X here and not EVE online?
X2-Illuminatus wrote: Fri, 14. Dec 18, 23:34 Wer enttäuscht vom Spiel ist, darf das hier äußern und muss sich nicht anhören (respektive lesen), welche Fehler oder Unzulänglichkeiten man aushalten soll. Solche Kommentare also bitte hier sein lassen.
DaMuncha
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Joined: Mon, 1. Nov 10, 10:00
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Re: Public Beta 1.5 YAY

Post by DaMuncha »

When can we expect to get 1.5 as a normal update (not beta), these fixes were needed yesterday.
Last edited by DaMuncha on Sat, 15. Dec 18, 01:05, edited 1 time in total.
Just... another... bug.
sh1pman
Posts: 604
Joined: Wed, 10. Aug 16, 13:28
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Re: Public Beta 1.5 YAY

Post by sh1pman »

Depleted wrote: Fri, 14. Dec 18, 23:37
mr.WHO wrote: Fri, 14. Dec 18, 21:43
Depleted wrote: Fri, 14. Dec 18, 21:41 have they fixed wings/escorts not using travel mode together/with you?
are player owned shipyards a thing now?
Player owned SY are scheduled for 2.0 (which should be around new year)
noice thanks @:)
sh1pman wrote: Fri, 14. Dec 18, 23:01 Not yay. Turrets are still garbage, and it reverses the entire balance of combat ships. S Fighters are now stronger than M frigates, which are stronger than L destroyers. And carriers are completely useless.

If Ego can’t fix the turrets not tracking their targets properly, they should just add flaks from X3.
Frigattes aren't fighters mate, Corvettes are the M class fighting specialists and the nemesis vanguard is a BEAST, also smaller ships always have the advantage of small ship signature, faster speed, better maneouverability, and being a very small target which can easily be missed by the largest caliber weapons, but bigger ships deal with them by having larger caliber weapons which eat small ships for breakfast, avoid ships with turrets for main armaments while turrets are broken, beam laser weaponry is godlike for chewing away at shield and hull, the antigone republic have the best S class fighter with 6 gun slots, the paranid empire have the best M class corvette, I have no idea what is the best L or XL ship as they're slow whales and the capital weaponry is pretty bad at killing anything that isn't another capital or a station.

Seriously avoid frigates, they are more like turret boats and are they are not front line fighters, they are more of a passive support unit I think, corvettes lead dway :D
Oh yeah, half of ship classes are useless and are objectively inferior to others because their main way of dealing damage doesn’t work? No big deal, just use other classes!

Yeah, no, thanks. I’d rather see them fixed, balanced, and viable.
Thurgret
Posts: 57
Joined: Fri, 29. Nov 13, 17:52
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Re: Public Beta 1.5 YAY

Post by Thurgret »

rboerdijk wrote: Fri, 14. Dec 18, 21:30
Axeface wrote: Fri, 14. Dec 18, 21:03 No fix for abandoned ship spam from guild missions?
Could you enlighten me what that issue is about?
Some people were mentioning guild missions spawning in abandoned ships, regardless of whether the mission was accepted or not. Haven't encountered it myself.
Vaeo
Posts: 234
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Re: Public Beta 1.5 YAY

Post by Vaeo »

Depleted wrote: Fri, 14. Dec 18, 23:37
mr.WHO wrote: Fri, 14. Dec 18, 21:43
Depleted wrote: Fri, 14. Dec 18, 21:41 have they fixed wings/escorts not using travel mode together/with you?
are player owned shipyards a thing now?
Player owned SY are scheduled for 2.0 (which should be around new year)

noice thanks @:)
sh1pman wrote: Fri, 14. Dec 18, 23:01 Not yay. Turrets are still garbage, and it reverses the entire balance of combat ships. S Fighters are now stronger than M frigates, which are stronger than L destroyers. And carriers are completely useless.

If Ego can’t fix the turrets not tracking their targets properly, they should just add flaks from X3.
Frigattes aren't fighters mate, Corvettes are the M class fighting specialists and the nemesis vanguard is a BEAST, also smaller ships always have the advantage of small ship signature, faster speed, better maneouverability, and being a very small target which can easily be missed by the largest caliber weapons, but bigger ships deal with them by having larger caliber weapons which eat small ships for breakfast, avoid ships with turrets for main armaments while turrets are broken, beam laser weaponry is godlike for chewing away at shield and hull, the antigone republic have the best S class fighter with 6 gun slots, the paranid empire have the best M class corvette, I have no idea what is the best L or XL ship as they're slow whales and the capital weaponry is pretty bad at killing anything that isn't another capital or a station.

Seriously avoid frigates, they are more like turret boats and are they are not front line fighters, they are more of a passive support unit I think, corvettes lead dway :D
This person has no real idea what they are talking about. Frigates are supposed to escort LARGER SHIPS against enemy fighters. Meaning their turrets are supposed to pose a serious threat to them. That's basically its job.

They are also totally wrong about destroyers right now in the game. The damage of an L turret is like 11. And ALWAYS less than the MK1 weapon on a fighter that matches it's turret type.
sh1pman
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Re: Public Beta 1.5 YAY

Post by sh1pman »

Vaeo wrote: Sat, 15. Dec 18, 01:11 This person has no real idea what they are talking about. Frigates are supposed to escort LARGER SHIPS against enemy fighters. Meaning their turrets are supposed to pose a serious threat to them. That's basically its job.

They are also totally wrong about destroyers right now in the game. The damage of an L turret is like 11. And ALWAYS less than the MK1 weapon on a fighter that matches it's turret type.
And now the best thing these “frigates” can do is just to hang around, looking menacingly. Waiting to be picked off by fighters that they are supposed to counter.
bigdan6248
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Re: Public Beta 1.5 YAY

Post by bigdan6248 »

Did a quick search and didn't see anything so sorry if it's been mentioned:

The NPCs in system seem to get stuck undocking at the force field area of the exit to at least the large docks found at shipyards and equipment docks. They kind of all pile up and clip into each other and just sit there.

*edit: and my captain of the ship I'm in is stuck there and I can't take the pilots seat.
Zirial
Posts: 25
Joined: Tue, 11. Dec 18, 23:16
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Re: Public Beta 1.5 YAY

Post by Zirial »

sh1pman wrote: Sat, 15. Dec 18, 01:30 And now the best thing these “frigates” can do is just to hang around, looking menacingly. Waiting to be picked off by fighters that they are supposed to counter.
But do the turrets at least fire now? I've sidelined my Odysseus, because as long as I sit in it no turrets is firing. Only the main cannons work and that's pretty annoying.
csaba
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Re: Public Beta 1.5 YAY

Post by csaba »

Vaeo wrote: Sat, 15. Dec 18, 01:11
Depleted wrote: Fri, 14. Dec 18, 23:37
mr.WHO wrote: Fri, 14. Dec 18, 21:43

Player owned SY are scheduled for 2.0 (which should be around new year)

noice thanks @:)
sh1pman wrote: Fri, 14. Dec 18, 23:01 Not yay. Turrets are still garbage, and it reverses the entire balance of combat ships. S Fighters are now stronger than M frigates, which are stronger than L destroyers. And carriers are completely useless.

If Ego can’t fix the turrets not tracking their targets properly, they should just add flaks from X3.
Frigattes aren't fighters mate, Corvettes are the M class fighting specialists and the nemesis vanguard is a BEAST, also smaller ships always have the advantage of small ship signature, faster speed, better maneouverability, and being a very small target which can easily be missed by the largest caliber weapons, but bigger ships deal with them by having larger caliber weapons which eat small ships for breakfast, avoid ships with turrets for main armaments while turrets are broken, beam laser weaponry is godlike for chewing away at shield and hull, the antigone republic have the best S class fighter with 6 gun slots, the paranid empire have the best M class corvette, I have no idea what is the best L or XL ship as they're slow whales and the capital weaponry is pretty bad at killing anything that isn't another capital or a station.

Seriously avoid frigates, they are more like turret boats and are they are not front line fighters, they are more of a passive support unit I think, corvettes lead dway :D
This person has no real idea what they are talking about. Frigates are supposed to escort LARGER SHIPS against enemy fighters. Meaning their turrets are supposed to pose a serious threat to them. That's basically its job.

They are also totally wrong about destroyers right now in the game. The damage of an L turret is like 11. And ALWAYS less than the MK1 weapon on a fighter that matches it's turret type.
A lot of NPC capitals having tracking lauchers all over and a cargo full with missiles seems to indicate that Ego is aware that non-munition turrets do garbage damage... I have a theory that they didn't want new players have a bad time by attacking a frigate and getting roasted instantly in their starter Elite. L turrets having squirt gun damage is totally weird for me, an L beam turret should hit like a Plasma Jet from XR, basically instant death for anything under M ships. Even a new player should understand to not poke the big guys.
sh1pman
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Re: Public Beta 1.5 YAY

Post by sh1pman »

csaba wrote: Sat, 15. Dec 18, 01:52 A lot of NPC capitals having tracking lauchers all over and a cargo full with missiles seems to indicate that Ego is aware that non-munition turrets do garbage damage... I have a theory that they didn't want new players have a bad time by attacking a frigate and getting roasted instantly in their starter Elite. L turrets having squirt gun damage is totally weird for me, an L beam turret should hit like a Plasma Jet from XR, basically instant death for anything under M ships. Even a new player should understand to not poke the big guys.
In X3 capitals screamed “DANGER”. Fly a bit too close and get instantly toasted by FAA. I liked this. Here, capitals are a joke. I have a wing of 10 Eclipse with 4x mk2 beams and 10 more Eclipse with 4x plasma. They eat capitals for breakfast. And anything smaller than capitals has a combat lifespan measured in seconds.
SparvieroGed
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Re: Public Beta 1.5 YAY

Post by SparvieroGed »

I think XL shouldn't toast S.
And S shouldn't be a treat to XL.


This is how I think should be the balance in the game.


S turrets
+ Very good accuracy and good damage versus sub systems
+ Very good accuracy and good damage versus S ships
- Very good accuracy and not bad damage versus M ships
- Very good accuracy and bad damage against L ships
- Very good accuracy and bad damage against XL ships ( more or less 0 damage )

M turrets
+ Good accuracy and good damage versus sub systems
+ Good accuracy and very good damage versus S ships
+ Very good accuracy and good damage versus M ships
- Very good accuracy and not bad damage versus L ships
- Very good accuracy and bad damage versus XL ships

L turrets
- Low accuracy and good damage versus sub systems
- Low accuracy and very good damage versus S ships
- Medium accuracy and very good damage versus M ships
+ Good accuracy and good damage versus L ships
+ Very good accuracy and not bad damage versus XL ships

XL turrets
- Very low accuracy and very good damage versus sub systems ( accuracy almost 0 )
- Very low accuracy and very good damage versus S ships ( accuracy almost 0 )
- Low accuracy and very good damage versus M ships
+ Good accuracy and very good damage versus L ships
+ Good accuracy and good damage versus XL ships

To archive what I said, we can't have just a general accuracy and damage stats. We need Class Ship specific accuracy and damage stats.


This was the easy and boring part. On these rules, the real balance is choose how many turrets and what types of turrets a ship can have.

So you can have XL ships good versus S ships: must be a XL ships with a lot of S/M turrets.
Last edited by SparvieroGed on Sat, 15. Dec 18, 02:59, edited 1 time in total.
DaMuncha
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Re: Public Beta 1.5 YAY

Post by DaMuncha »

bigdan6248 wrote: Sat, 15. Dec 18, 01:38 Did a quick search and didn't see anything so sorry if it's been mentioned:

The NPCs in system seem to get stuck undocking at the force field area of the exit to at least the large docks found at shipyards and equipment docks. They kind of all pile up and clip into each other and just sit there.

*edit: and my captain of the ship I'm in is stuck there and I can't take the pilots seat.
Yeah I had this problem a few times last night. Was super pissed off because there was loot in the area for me to collect and when I had to TP out of the system it all disapeared.
Just... another... bug.
Tyrant597
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Re: Public Beta 1.5 YAY

Post by Tyrant597 »

Now getting WAR UPDATES in the new patch.. very cool!
You don't talks about X:Rebirth...
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THE_TrashMan
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Re: Public Beta 1.5 YAY

Post by THE_TrashMan »

SparvieroGed wrote: Sat, 15. Dec 18, 02:52 I think XL shouldn't toast S.
And S shouldn't be a treat to XL.


This is how I think should be the balance in the game.


S turrets
+ Very good accuracy and good damage versus sub systems
+ Very good accuracy and good damage versus S ships
- Very good accuracy and not bad damage versus M ships
- Very good accuracy and bad damage against L ships
- Very good accuracy and bad damage against XL ships ( more or less 0 damage )

M turrets
+ Good accuracy and good damage versus sub systems
+ Good accuracy and very good damage versus S ships
+ Very good accuracy and good damage versus M ships
- Very good accuracy and not bad damage versus L ships
- Very good accuracy and bad damage versus XL ships

L turrets
- Low accuracy and good damage versus sub systems
- Low accuracy and very good damage versus S ships
- Medium accuracy and very good damage versus M ships
+ Good accuracy and good damage versus L ships
+ Very good accuracy and not bad damage versus XL ships

XL turrets
- Very low accuracy and very good damage versus sub systems ( accuracy almost 0 )
- Very low accuracy and very good damage versus S ships ( accuracy almost 0 )
- Low accuracy and very good damage versus M ships
+ Good accuracy and very good damage versus L ships
+ Good accuracy and good damage versus XL ships

To archive what I said, we can't have just a general accuracy and damage stats. We need Class Ship specific accuracy and damage stats.


This was the easy and boring part. On these rules, the real balance is choose how many turrets and what types of turrets a ship can have.

So you can have XL ships good versus S ships: must be a XL ships with a lot of S/M turrets.
NO!


Get that Rock-paper-scissors garbage out of here.
No special stats/rules that make no sense.
IF you get hit by a an anti-capital turret in an S class, you should get vaporized, not get reduced damage because of a r******* system.

Do you know how you achieve the desired effect? Just by playing with normal values.

Huge anti-capital turrets would have slow tracking, but deal huge damage. An S fighter should be able to dodge. Keep moving, no sitting still.

Light turrets would have better tracking and fast turning, making it hard for S fighter to dodge. But the also do less damage.

Ans S class weapons shouldn't be able to do much damage to L/XL ships. Basically the only scenario were a special rule is OK, to simulate capital armor. Best way to do it would not be to nerf S weapon damage to captials, but rather have a damage ceeling - you can damage a capital hull down to 75% with S weapons, but no more. What this means htat while your weapons CAN do some damage to more exposed parts and systems, they cannot punch trough thick armor plating.
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tSpecR
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Re: Public Beta 1.5 YAY

Post by tSpecR »

XD this was a thing?...

Fixed Assassination missions selecting player-owned NPC's as mission-target. There are a few of my employees I wouldnt mind blowing to spacedust.
Kadatherion
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Re: Public Beta 1.5 YAY

Post by Kadatherion »

THE_TrashMan wrote: Sat, 15. Dec 18, 12:19 Ans S class weapons shouldn't be able to do much damage to L/XL ships. Basically the only scenario were a special rule is OK, to simulate capital armor. Best way to do it would not be to nerf S weapon damage to captials, but rather have a damage ceeling - you can damage a capital hull down to 75% with S weapons, but no more. What this means htat while your weapons CAN do some damage to more exposed parts and systems, they cannot punch trough thick armor plating.
NO!

If I swarm a capital with a hundred bees, I want it to sink. It's fun, it's realistic and it's cinematic. Other than that I agree with everything you replied, let's keep the rock-paper-scissors mechanics out of our space sims, please. And guys, it really isn't THAT hard to balance ship combat without using dirty tricks: just go play X3AP with Litcube's Universe (well, X3AP vanilla already made some pretty good steps in the right direction), and you'll see. The compromises we have are for the arcade oriented players, that Egosoft is trying to cater to more and more these last few years (imo overestimating a bit how many there are or, at least, how long they're gonna stay interested in a game that still isn't for them).

A BIG swarm of fighters should be able to sink a cap ship, but the cap ship flaks would tear them apart and cause humongous losses. Yes, in such case the player will have a though time getting close to an enemy destroyer while flying his crappy starter fighter: guess what? That's exactly how it should be. Wanna fight with the big guys? You gotta earn it. Otherwise, it's an even bigger gameplay issue: there's no progression and no need for it.
tSpecR
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Re: Public Beta 1.5 YAY

Post by tSpecR »

Kadatherion wrote: Sat, 15. Dec 18, 12:34
THE_TrashMan wrote: Sat, 15. Dec 18, 12:19 Ans S class weapons shouldn't be able to do much damage to L/XL ships. Basically the only scenario were a special rule is OK, to simulate capital armor. Best way to do it would not be to nerf S weapon damage to captials, but rather have a damage ceeling - you can damage a capital hull down to 75% with S weapons, but no more. What this means htat while your weapons CAN do some damage to more exposed parts and systems, they cannot punch trough thick armor plating.
NO!

If I swarm a capital with a hundred bees, I want it to sink. It's fun, it's realistic and it's cinematic. Other than that I agree with everything you replied, let's keep the rock-paper-scissors mechanics out of our space sims, please. And guys, it really isn't THAT hard to balance ship combat without using dirty tricks: just go play X3AP with Litcube's Universe (well, X3AP vanilla already made some pretty good steps in the right direction), and you'll see. The compromises we have are for the arcade oriented players, that Egosoft is trying to cater to more and more these last few years (imo overestimating a bit how many there are or, at least, how long they're gonna stay interested in a game that still isn't for them).

A BIG swarm of fighters should be able to sink a cap ship, but the cap ship flaks would tear them apart and cause humongous losses. Yes, in such case the player will have a though time getting close to an enemy destroyer while flying his crappy starter fighter: guess what? That's exactly how it should be. Wanna fight with the big guys? You gotta earn it. Otherwise, it's an even bigger gameplay issue: there's no progression and no need for it.
Totally agree. There is no need for rock paper scissors type gameplay. Balanced weapons and shields and larger weapons overheating more on smaller ships is enough. With enough small ships I should be able to take down anything, It isnt the approach I would take but it should be possible. It is a little arcadey already.
burger1
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Re: Public Beta 1.5 YAY

Post by burger1 »

It seems like the beta is more 2 gb video card friendly. I think it's a bit more demanding at times on the cpu ?
Kadatherion
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Re: Public Beta 1.5 YAY

Post by Kadatherion »

burger1 wrote: Sat, 15. Dec 18, 13:38 It seems like the beta is more 2 gb video card friendly. I think it's a bit more demanding at times on the cpu ?
It's actually busted. Ai pathing is broken (even more than before) and it looks like it causes some kind of infinite loop that kills your cpu to the point it doesn't feed your gpu anymore. Result: heavy fps losses and even freezes for many people (usually around stations, heavy traffic areas in general and after staying IS for a while). And when it still kind of works... well, it doesn't, because npcs can't dock or undock anymore.

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