[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster »

deca.death wrote:
nap_rz wrote: anyone here feel that the existence of MAML and FPD somewhat confusing each other? I find it odd that smaller ship (I mean corvettes or heavy fighter or even TS back turrets) cannot mount MAML despite of the weapon is an anti corvettes, and not just that, MAML capable turrets on bigger capital ships are also somewhat limited... some corvettes OTOH can mount FPD, FPD also has smaller ware size, longer range and available on corvettes and frigates...
The way I see it: MAML is capital grade medium gun, which is unique in game. It's a general purpose weapon but probably best suited for M6-M7 targets. I originally believed XRM will have real M7 grade gun for every race, but for some reason that hadn't happen. Now we have sort of "half status" with nerfed IBL, mountable by teladi and pirates, and most other M7s have M6 guns in front battery.

I found it to be a clumsy solution but there is no room for new guns in game (color slots and engine limitations) to make this "right". It would be relatively easy making MAML M6 weapon and buff FPD to be IBL counterpart, but that would push Terran M7 to OPed "most desired" category that any game designer want's to avoid. And allowing all races to use IBL is opposite the "racialized weapons" philosophy XRM is sticking to.

XRM has M7+ frigates that can mount destroyer guns. Those ships are interesting and quite usable /although many have w. energy problems in prolonged fight (sturgeon especially, he's barely useful, but I often hit zero with cyclops too) I'm talking about ships that can mount big guns in front here, like, ocelot , sturgeon and cyclops. M7+ that can mount them only to lateral are not "real" anti cap platforms. Even mighty kvasir (4 front MAML, 6 lateral big caliber) struggles with single xenon C.


I agree that the M/AM should be able to fit on M6 class vessels and maybe buffed a fraction in power to about 5.6 just to keep it more powerful than the commonwealth weapons but maybe slow it down a tad, that way it would be in keeping with how other Terran weapons are balanced...... (and the bullet needs to be made larger for visual reasons)

IBL hasn't been nerfed its just the Pirate version of the PPC....we have had this discussion before, the XRM balance in the lighter power of the IBL against the PPC is that its fitted on only on the Pirate Ships, which tend to be very fast for their class, they are kind of hit and run combination.

The Sturgeon is not really meant to be used on its own, its a Capitol support ship, on its own its kind of pointless, but have you seen what it can do when part of a Boron fleet?....those 10 forward IC are the whole point of the ship, it really drains the enemy cap ships laser generator firepower like no other weapon and slows them down considerably. Ive seen Boron IC equipped ships render a Taipan completly powerless to fire back.....very intersting to watch, just cheat a Megladon and a Taipan and witness the true power of the IC.

Edit. Funny your view on the Kvasir, i have found it with Cyclops to be the best 2 M7+ out there, mainly due to its split PSP coverage it always has 6 PSP's on target, where as say the Cyclops of course has a massive blind spot in its aft quarters.....but i tend to use the M7's under AI control as fleet support ships, so i suppose as a player ship the forward heavy cannon ships may feel better.....after those 2 its either the Agamemnon or the Ocelot.
Last edited by Sn4kemaster on Sat, 28. Jan 12, 10:41, edited 2 times in total.
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

dougeye wrote:Thought id play around with a few mods to see how well they work with XRM AP. To start with i love what paul has done with the war so far but i wanted to escalate it slightly :twisted:

So i installed the latest version of MMBR, Yaki Armada and Pirates Guild 3. The one thing i totally over looked and had forgoten was that the terrans are officially in the game engine at war with the argons and their allies meaning with MMBR invasions on the terrans would launch fleets into commonwealth space. Now i like to push things a bit so i set the rearguard counter to around 5000 :twisted: Ive also set the pirates guild to the strong setting and yaki armada has 10 command ships, i did this so the commonwelath would not overwealm them quickly. I also installed and enabled smart turrets for npcs.

Once all was set up i decided to check up on Pauls terran fleet which was in circle of labour. It had pritty much lost all its fighter support and currently consisted or the lasting vengeance, an Odin , Nagoya and 2 Tokyos with a coupe of M7's yoko's and hayabusas. Now one thing that seems to stall progress is the fact that argon defense ships keep retreating when there sheilds get low, it makes sense yes but the way in which it happens does not!

When the defense ships get low on sheilding they instantly do a Point to point jump in sector away from the terran forces and then jump out of sector properly. I was not aware the commonwealth could randomly jump around in sector. I dont think this is an MMBR feature or an XRM feature so i am a little confused as to how this is possible.

Anyways eventually they jump back in and eventually the terrans take them out. this went on for a good hour or two in circle of labour with terran invasion fleets (MMBR) and argon response fleets jumping in and having it out. I was however more interested in how Pauls fleet would do. Eventually the fleet made it to the south gate and jumped into omicron lyrae so off i went to omicron lyrae. BTW i started as goner and i am freindly with all the main races, think of me as a friendly observer. Who profits off the salvage after every battle :twisted: . I may eventually take a side but will build up a huge fleet first! :lol:

Right so now pauls fleet is in omicron. the command ship is being escorted by 4 m1/m2 class ships and a couple of m7's and a few m6's. they easily dispense with the argon trading station and the cahoona bakery next door before engaging a boron oceanus which was in sector. short work you might think. anyways the fleet then started to spread out and take on individual targets then after 5 minutes of picking off traders BOOOOM!! argon fleet jumps in a all three gates similtaniously! I must have counted 4 Atlas m2+ 3 daidalus m1+ 2 titans , 2 titan mk1 and 3 boreas m2. + supporting m7 and M6's (minitaurs/astreaus etc) - there was also a small boron fleet aswell with an m2 an m1 and fighter wings.

They made short work of the terran carriers who happened to be near the gates as it would happen the lasting vengeance was nearly smack bang in the middle of the sector. basicly it escorts got wiped out in minutes. i changed camera to focus on the terran command ship and watch the fire works as it was first engaged by the boreas's and m7's it wasnt fairing well at all lol not to mention the fact it had an argon fleet engaging it and it decided even with smart turrets enabled to focus 24 of its PSP's on the crystal fab near by walst the argons focused fire on it. So the boreas's severly crippled the Lasting Vengeance and by that time it had 3 atlas's enagging it and put it this way it died quickly! :lol:

Well the moral to this story is that i personnally think that with the correct settings MMBR etc work well with XRM AP and do not have a negative effect on gameplay but rather create a more interesting war senario. Paul's was mechanic will still function but the NPC fleet will definetly require the players help! Off i go to to buy my valhalla! oh and 4 Bragis and 10 Tyrs see you in a few years!! lol
you just described how I want to play this game :twisted: except I don't want tyrs and bragis anymore, bring on the new USC ships from expnobody! :lol:

so MBRR was perfectly run? no bug what so ever? can you explain to me how? maybe in PM...
Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster »

nap_rz wrote:
how about nerfing MAML to a bit better than HEPT there?

so kinda like this : EMPC < HEPT < MAML < CIG < FPD? is the EMPC worse than HEPT now in XRM? I'm thinking that MAML to be at the same league as... what is it the red gun usually coming from paranid corvettes?
Why?

Your missing the whole point....

XRM has racilised weapons, M/AM is simply a Terran version of say the Argon CIG or any of the other races M6/M7 weapons....HEPT is a totally different class of weapon, its the Paranid heavy fighter version of say the Argon PRG.

Its just that the Terran's have 2 weapons in the M6/M7 class M/AM and FPD, but they are meant to be different flavors of the same class of weapon!

I think you need to study each class of weapons 1st they are all very well balanced between each other.
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

Sn4kemaster wrote:
nap_rz wrote:
how about nerfing MAML to a bit better than HEPT there?

so kinda like this : EMPC < HEPT < MAML < CIG < FPD? is the EMPC worse than HEPT now in XRM? I'm thinking that MAML to be at the same league as... what is it the red gun usually coming from paranid corvettes?
Why?

Your missing the whole point....

XRM has racilised weapons, M/AM is simply a Terran version of say the Argon CIG or any of the other races M6/M7 weapons....HEPT is a totally different class of weapon, its the Paranid heavy fighter version of say the Argon PRG.

Its just that the Terran's have 2 weapons in the M6/M7 class M/AM and FPD, but they are meant to be different flavors of the same class of weapon!

I think you need to study each class of weapons 1st they are all very well balanced between each other.
I think it's you who haven't seen the whole picture about MAML in current XRM, can you tell me why, on what ship, and for being used against what the MAML now? I think I already covered this on one of my posts above...

to put it simple, MAML in current config is pretty much useless other than being a rather expensive solution for the least grade of weapon on terran bigger ships and cool factor
User avatar
mr.WHO
Posts: 9153
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO »

I must say that I too don't really know the diffrence between FPD and MAML. I just use FPD, so tell me why and when I should use MAML?
Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster »

nap_rz wrote:
Sn4kemaster wrote:
nap_rz wrote:
how about nerfing MAML to a bit better than HEPT there?

so kinda like this : EMPC < HEPT < MAML < CIG < FPD? is the EMPC worse than HEPT now in XRM? I'm thinking that MAML to be at the same league as... what is it the red gun usually coming from paranid corvettes?
Why?

Your missing the whole point....

XRM has racilised weapons, M/AM is simply a Terran version of say the Argon CIG or any of the other races M6/M7 weapons....HEPT is a totally different class of weapon, its the Paranid heavy fighter version of say the Argon PRG.

Its just that the Terran's have 2 weapons in the M6/M7 class M/AM and FPD, but they are meant to be different flavors of the same class of weapon!

I think you need to study each class of weapons 1st they are all very well balanced between each other.
I think it's you who haven't seen the whole picture about MAML in current XRM, can you tell me why, on what ship, and for being used against what the MAML now? I think I already covered this on one of my posts above...

to put it simple, MAML in current config is pretty much useless other than being a rather expensive solution for the least grade of weapon on terran bigger ships and cool factor
Lol pointless ....... its bullet speed is faster than any other M6/M7 class of weapon in the XRM!

lets look at the stats shall we

M/AM damg 5.1 shield 830 hull with a of range 3.6km ... and a bullet speed at a friggin 900 m/s (thats the same as some fighter weapons like the EMPC)

Now look at the Argon CIG...slightly heaver damage at 5.3 and 933 and a range of 4.48...but its bullet speed is far far slower at 610m/s

Looks balanced to me, M/AM is a very very fast medium weapon, excellent choice of weapon for some one who wants to take out M6 and fast M7's......

like i said study the weapons before you start asking to change this and change that and this is not working etc etc etc etc


edit. why do people only look at damage power not bullet speed...its just as important as it dictates the true accuracy of a weapon.
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

Nap-z which bug are you refering too with mmbr? i wasnt aware of any? i just installed the latest version via spk as normal.
I used to list PC parts here, but "the best" will suffice!
User avatar
Sorkvild
Posts: 3445
Joined: Thu, 8. Jun 06, 14:07
x3tc

Post by Sorkvild »

Mizuchi wrote:
Weapon Dealers were one of the greatest additions, without a doubt.
Yes they are, but in my opinion they anchor their trading port for too long in one sector. Once you discover them there is soo much time left till they relocate. How about dividing their anchoring to 1/2 of current length before another jump ? This should make their presence more elusive, but once you find them better gear up to the brim :)
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Only the hidden xl weapon dealer jumps in xrm.
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

Sn4kemaster wrote:
Lol pointless ....... its bullet speed is faster than any other M6/M7 class of weapon in the XRM!

lets look at the stats shall we

M/AM damg 5.1 shield 830 hull with a of range 3.6km ... and a bullet speed at a friggin 900 m/s (thats the same as some fighter weapons like the EMPC)

Now look at the Argon CIG...slightly heaver damage at 5.3 and 933 and a range of 4.48...but its bullet speed is far far slower at 610m/s

Looks balanced to me, M/AM is a very very fast medium weapon, excellent choice of weapon for some one who wants to take out M6 and fast M7's......

like i said study the weapons before you start asking to change this and change that and this is not working etc etc etc etc


edit. why do people only look at damage power not bullet speed...its just as important as it dictates the true accuracy of a weapon.
oh my god.... you obviously don't see the whole picture!

CIG 8050 shield dmg / hit, 1400 hull dmg / hit, speed 560, rof 40, range 4480

FPD 9800, 2100, 580, 30, 4814

phased plasma generator 8158, 1442, 620, 38, 4650

I could add FBL but it does not matter

do you see what's all they have in common? they all can be used on CORVETTES.... and of course frigates....

now MAML 3825, 623, 900, 80, 3600, no terran or atf corvettes can use, it lacks various turrets placements options on these already limited ship options of terran and atf frigates COMPARED to the ship options and turrets placement options for CIG, PPG and FBL, it requires higher notoriety to buy than FPD, it has higher ware size...

as for the stats, why would you need anti capital ship weapon or at least anti corvette weapon to be fast? 500-600m/s found in CIG PPG FBL managed just fine, besides remember, MAML currently can only be mounted on ship that can mount FPD, minus the corvettes ones, so the smaller range also put the user at the disadvantage, why would you want your Logich (terran M7) to be so close to Argon Cyclops with MAML when you can just whack it with FPD from longer range?

remember again, no terran corvettes can use MAML now...

and about the damage, it's not that good to for MAML, / hit it does worse than the real CIG & co, it's saving grace just the speed and rate of fire, but then assuming 100% hit rate, MAML does not give you better killing rate than CIG & co... so the help from higher speed and rof is only marginal... and again, MAML placement options is somewhat limited than CIG & co so that put it at some disadvantage that negate the advantage from speed and rof...
Last edited by nap_rz on Sat, 28. Jan 12, 12:40, edited 1 time in total.
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

dougeye wrote:Nap-z which bug are you refering too with mmbr? i wasnt aware of any? i just installed the latest version via spk as normal.
I thought Paul said it :? some conflicts with XRM jobs and war thing....?
Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster »

nap_rz wrote:
Sn4kemaster wrote:
Lol pointless ....... its bullet speed is faster than any other M6/M7 class of weapon in the XRM!

lets look at the stats shall we

M/AM damg 5.1 shield 830 hull with a of range 3.6km ... and a bullet speed at a friggin 900 m/s (thats the same as some fighter weapons like the EMPC)

Now look at the Argon CIG...slightly heaver damage at 5.3 and 933 and a range of 4.48...but its bullet speed is far far slower at 610m/s

Looks balanced to me, M/AM is a very very fast medium weapon, excellent choice of weapon for some one who wants to take out M6 and fast M7's......

like i said study the weapons before you start asking to change this and change that and this is not working etc etc etc etc


edit. why do people only look at damage power not bullet speed...its just as important as it dictates the true accuracy of a weapon.
oh my god.... you obviously don't see the whole picture!

CIG 8050 shield dmg / hit, 1400 hull dmg / hit, speed 560, rof 40, range 4480

FPD 9800, 2100, 580, 30, 4814

phased plasma generator 8158, 1442, 620, 38, 4650

I could add FBL but it does not matter

do you see what's all they have in common? they all can be used on CORVETTES.... and of course frigates....

now MAML 3825, 623, 900, 80, 3600, no terran or atf corvettes can use, it lacks various turrets placements options on these already limited ship options of terran and atf frigates COMPARED to the ship options and turrets placement options for CIG, PPG and FBL, it requires higher notoriety to buy than FPD, it has higher ware size...

as for the stats, why would you need anti capital ship weapon or at least anti corvette weapon to be fast? 500-600m/s found in CIG PPG FBL managed just fine, besides remember, MAML currently can only be mounted on ship that can mount FPD, minus the corvettes ones, so the smaller range also put the user at the disadvantage, why would you want your Logich (terran M7) to be so close to Argon Cyclops with MAML when you can just whack it with FPD from longer range?

remember again, no terran corvettes can use MAML now...

Oh my god you cant actually read a post can you :lol:


This is what i said just 1 page back.......
I agree that the M/AM should be able to fit on M6 class vessels and maybe buffed a fraction in power to about 5.6 just to keep it more powerful than the commonwealth weapons but maybe slow it down a tad, that way it would be in keeping with how other Terran weapons are balanced...... (and the bullet needs to be made larger for visual reasons)
I actully think myself it needs to be able to be equipped on M6 myself, but thats a totally different issue to just saying its a useless weapon!

M/AM is balanced as its the fastest anti M6/M7 weapon out there, and against the faster M6's and slow moving M3's its better than any other in this class.

Now, ( this is where i go a full 180%) funnily enough in a way i would like it to be balanced like other Terran weapon ie...heavier but slower but that's simply to keep it in the same style as how other Terran weapons are generally heavier but slower than their commonwealth counterparts....

But again that just means balancing it in a different way as its balanced against other M6/M7 weapons ok at the moment.
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

Why dont people just accept that some weapons are not as good as other wepones. use whats availbale to you. its not like every gun in the game is broken or doesnt fill a role. if you dont like the weapon change it yurself, it take 5 minutes to install xeditor 2 and edits a tbullets stat!

With fpd's and m/aml's you could always give atf ships exclusivity to fpd's and usc exclusivity to m/aml's. that way they both have a role even if they are similar, just dont hold your breath on it being an XRM feature ;) :P
I used to list PC parts here, but "the best" will suffice!
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

For people wanting to test mbrr with xrm:AP...

It will likely work fine. I didn't say it was incompatible, it's just not required due to RRF now being built in and military outposts sending invasion forces against enemies.

If you want to test it, just be very wary of rearguard numbers otherwise racial defence will probably be way too strong. In fact, I'd suggest leaving rearguard disabled completely.

Also, be aware the latest mbrr release is a bit buggy, so don't complain here if you start getting CTDs.

Be aware, that mbrr only controls the lead ship in a patrol formation so the escorts have a tendency to get left behind or lost if they don't dock in time/have enough energy to jump with the lead ship.




Regarding m/am:

It is intended as frigate only weapon.

Looking at damage per hit is not as useful as looking at damage per second or minute - that is how I have balanced the weapons. If you want a quick easy reference look at the mars data file as this states damage per second and is up to date.

Also, bullet speed is a big factor as is refire rates, especially as oos in AP now takes it all into account.

I know m/am is a favourite of many from vanilla, probably because there was no alternative and due to it being ammo based, it was very powerful. In the xrm it is just another gun.

Having said that, I will look at it again as I do remember having a dilemma of what to do with it as no other race has two medium weapons.

Be aware that I am limited by the game engine - you can't just keep adding weapons - we have 32 subtypes to play with - thats it, and xrm uses them all already.

(although I was thinking of removing the aldrin weapons which would free up one subtype)


Oh, and please keep weapon discussions calm... (I feel another beam argument disaster coming on...)
Last edited by paulwheeler on Sat, 28. Jan 12, 13:00, edited 1 time in total.
User avatar
Erenar
Posts: 279
Joined: Sat, 24. Dec 11, 00:24
x4

Post by Erenar »

Heated discussion is heated mmkay.

Just enjoy the game, offer your opinion but stop being so opinionated about it :P Like Doug says, use what's available to you or edit it if it really bothers you. It's sandbox with choice, some may find one gun viable while others may find it not so viable... but from my experience nothing is useless :P

I would also like to mention that in pretty much every game i and everyone has played.... there are always guns/items/armour whatever, that are implemented to give a "not the best approach" path... otherwise it's not a game, there is no choice therefore there is no joy and fun in finding it out for yourself.

It's a game and a damn good one enhanced by a mod giving far more choice to enable you to play the way you want to play... meaning there will be weapons that don't fit that for YOU... but that weapon may well fit for SOMEONE ELSE :P
Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster »

Hi Paul,

The #Efaa....where did you hide it? is it in one certain Xenon sector or randomly floating around? i have been looking all over for it and still cant find it....this could be just me being blind as a bat of course.

Regarding M/AM....what ever the balance is in the end, could you look at increasing the bullet visual as when fired from a M7 it looks a little pea shooter-ish in looks.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

You have to really hunt for the #effa as it spawns outside of the sector map in:
Spoiler
Show
the Xenon Core sector
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

Paul. Why does the Advanced Universe map only work in TC? Isnt the map the same?
Akrilloth
Posts: 49
Joined: Tue, 17. Jan 12, 01:18
x3tc

Post by Akrilloth »

nap_rz wrote:
Akrilloth wrote:
deca.death wrote: BTW is it just me or dark expnobody's Terran ships look better then white versions? Can this color be achieved via PHQ spayshop?
Well, it looks good but, don't you agree that the ship lost its humanity in the process? I thought the white ship design in X3 was kinda cool since it looked like something we earthlings could build. But thinking again, i guess it would be cool if the black Terran ships were a pirate faction or something. Black Sol terrorists if you want.
:lol: ATF ships already lost their humanity :lol: when I see tyrs or bragis or kvasirs I am reminded with transformers from michael bay's transformers movies... :lol:
Well, yeah, i gotta agree that the ATF ships are kinda alien.
deca.death
Posts: 2939
Joined: Mon, 28. Feb 11, 19:50
x3tc

Post by deca.death »

nap_rz wrote: how about nerfing MAML to a bit better than HEPT there?
MAML and HEPT have nothing to do with each other. XRM features racialized weaponry. Maybe you should get acquainted more with the game, before offering strong opinions or proposing major changes. Just a thought, NHF ;)


dougeye wrote:Thought id play around with a few mods to see how well they work with XRM AP. To start with i love what paul has done with the war so far but i wanted to escalate it slightly :twisted:
That sounds interesting, keep us posted will you? I would especially like to hear about settings you changed and how they affected the universe.



Sn4kemaster wrote: I agree that the M/AM should be able to fit on M6 class vessels and maybe buffed a fraction in power to about 5.6 just to keep it more powerful than the commonwealth weapons but maybe slow it down a tad, that way it would be in keeping with how other Terran weapons are balanced......
Would it? Terran weapons are not stronger then others anymore in XRM ;) And I never proposed what should be done with it cause I have no idea, I was just laying out current weapon situations and related "problems" and reasons why is so.
IBL hasn't been nerfed its just the Pirate version of the PPC....we have had this discussion before, the XRM balance in the lighter power of the IBL against the PPC is that its fitted on only on the Pirate Ships, which tend to be very fast for their class, they are kind of hit and run combination.
IBL is nerfed from vanilla. Now it's exactly mid way between capital guns (roughly 10k shield damage) and M6 guns (5k) with 7.5k. Teladi M7s use it too (yaki and pirates both). Weapon has nothing to do with PPC except lore or perhaps original intention of Ego. It's a weapon of it's own class.
The Sturgeon is not really meant to be used on its own, its a Capitol support ship, on its own its kind of pointless, but have you seen what it can do when part of a Boron fleet?....those 10 forward IC..
Actually 12. And I use it as support my M2, on "guard me" command, so that I aggro, and he joins in in shield trashing. But it has only energy for 3, maybe four hits.
Edit. Funny your view on the Kvasir, i have found it with Cyclops to be the best 2 M7+ out there, mainly due to its split PSP coverage it always has 6 PSP's on target, where as say the Cyclops of course has a massive blind spot in its aft quarters.....
Enemy has no business in your aft. Cyclops can bring 3x4 PPCs on target, in worse case 2x4. That's twice then Kvasir. And PSP has worse ROF from all capital non beam weapons. Which is again a flaw, imho. Beam works better the bigger, slower and better armed/armored you are. Not an M7 gun.
but i tend to use the M7's under AI control as fleet support ships, so i suppose as a player ship the forward heavy cannon ships may feel better.....after those 2 its either the Agamemnon or the Ocelot.
Ocelot, no question there. Lateral ISRs work wonders on missiles and fighters, not to mention PALCs. Truly awesome ship, reminds me of old vanilla powerful M7s. It can take out even K with some good piloting, although in XRM frigates are not supposed to "clean entire sectors" as in vanilla and it's considerably more difficult killing ship from "upper" class then yours. Also has 9 main guns and energy to actually use them, unlike many M7+es.

Aggy has to use M6 PPG in spinal, and tri beam are somewhat "lighter" then other capital beams. but 8+8 of them actually should kick nicely, I have to test that ship more.

But yes, AI loves turrets, Kvasir is best mini warship out there. I just feel crippled shooting from my side whole the time :)

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”