Balance changes needed

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Phoynix
Posts: 109
Joined: Sun, 18. Nov 18, 07:18
x4

Balance changes needed

Post by Phoynix »

These are changes I feel are needed(Feel free to disagree)

Gameplay problems.
Disregarding broken turrets(don't fire) and inaccurate turrets(miss everything) the following problems exist with Capital ships.

Single fighter can completely destroy a Capital ship with Pulse Lasers.
Single Fighter can completely disarm a Capital ship in an alpha strike using missiles to take out turrets/shields/engines.
Larger ships are significantly disadvantaged and crap compared to smaller ships because of this, it actually feels like a downgrade piloting a Destroyer in terms of combat power over a fighter.

Possible fixes.
1. All shields recharge at 1% normal rate during the current no recharge combat state. Change afterburner to require at least 5% base shield charge to activate.
This stops lone light fighter from chipping away and destroying a capital ships shields/hull such as when I capped a Paranid Destroyer with the starting fighter and 1 marine.

2. Capital shields need to be dropped to 75% before missiles/weapons start making it through to sub systems.
This means capping Destroyers is actually hard and requires effort and you can't just disarm it before it even fires back and turns hostile, it also means 3 NPC fighters doesn't disarm your Destroyer with missiles on the first pass and then kill it by death of a thousand cuts(watched it happen to the Paranid Destroyer I capped)

Weapons
Pulse lasers are king, not because they are good damage but because they can sustain DPS far over any other weapon.
1. Plasma does 2X damage to hull.
2. Ion weapons stop ALL shield generation for 2 seconds after a hit.
3. Beams penetrate shields that are under 25% strength.
4. Increase the amount of Chaff that can be carried(assuming it works it never seems to work for me) and have NPC actually deploy it.

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