New Turret Options in v7.0 are great, but there's a problem.

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Scoob
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New Turret Options in v7.0 are great, but there's a problem.

Post by Scoob »

Hey all,

The additional option for Turrets in v7.0 are great. No more do I have to "lose DPS" by putting some turrets on anti-missile duty. However, there IS a problem...

I've been observing the Faction war between ARG/ANT and HOP in Second Contact II Flashpoint. It's as messy as ever. However, once things I've noticed is that Large Ships belonging to both factions seem to have NO turrets set to Missiles Defence - either pure missile defence or shoot missile first. Time and time again I'm seeing larger ships hit with missiles. They drop flares, sure, but not once have I seem them SHOOT at a missile. In v6.2, I would often look on with envy as I'd see a ship belonging to another faction use Turrets to shoot down missiles, then seemingly use those same turrets to shoot at ships. So, the other Factions seemed to be able to do something the player could not. Now player-owned ships CAN shoot down missiles as well as attack other targets quite readily, BUT ships belonging to other factions appear to have LOST this ability.

I started a FRESH game upon v7.0 and Timeline's release. So, this doesn't appear to be some "old save" hang-up only.

Can anyone else confirm this? Are ship belonging to other factions no longer using their turrets to shoot down missiles? What even are the default turrets commands for other Factions? Turrets seem to be fine shooting other ships, but they seem to NEVER target missiles. Lots of ships have dies to slow missiles / torpedoes that should have readily been able to shoot them down.

I did not notice this during the Beta, but it's perfectly possible that I just missed it, focusing more on how MY ships were performing with the new Turret options.
Daemonjax
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Re: New Turret Options in v7.0 are great, but there's a problem.

Post by Daemonjax »

In one of the 7.0 betas I saw a PE shoot down one of my heavy smart missiles before it got close enough to do damage. I saw it happen exactly once.
gbjbaanb
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Re: New Turret Options in v7.0 are great, but there's a problem.

Post by gbjbaanb »

The quantity of options is an issue for me, and one that is easily solved - instead of the list of targets with their only/first options, make the list be targets only and change the on/off toggle to be off/only/first instead.

The NPCs should perhaps be using a "shoot everything" option all the time anyway. There's little need to do anything else, as choosing which option is going to be hard for the AI in the first place.
Scoob
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Re: New Turret Options in v7.0 are great, but there's a problem.

Post by Scoob »

Daemonjax wrote: Mon, 24. Jun 24, 03:18 In one of the 7.0 betas I saw a PE shoot down one of my heavy smart missiles before it got close enough to do damage. I saw it happen exactly once.
Ships belonging to other factions used to be pretty good at shooting down missiles in v6.2. My own ship could only compete if I set the dedicated Missile Defence option, obviously reducing potential dps.
gbjbaanb wrote: Mon, 24. Jun 24, 12:47 The quantity of options is an issue for me, and one that is easily solved - instead of the list of targets with their only/first options, make the list be targets only and change the on/off toggle to be off/only/first instead.

The NPCs should perhaps be using a "shoot everything" option all the time anyway. There's little need to do anything else, as choosing which option is going to be hard for the AI in the first place.
I think X3's solution with CUSTOM Turret commands was about as good as it got. The new options are great though, and we can set them at build time (self-build or ordering from a Faction's Shipyard or Wharf). I don't think we can change multiple ships at once after they've been built though.

My original point is still valid, I'm simply not seeing ANY ships of other Factions shooting down missiles - and I've watched a lot of combat. Ships of other factions seem to be using their turrets to attack all other Targets, it's like they're stuck on "Defend" which will never shoot missiles, or one of the other original commands, such as attack all enemies. I think this needs to be looked in to, as ships are falling FAST vs. anything missile-equipped. Yet they should have a good chance of shooting down those slower, heavier missiles and torpedoes... if they tried.
Scoob
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Re: New Turret Options in v7.0 are great, but there's a problem.

Post by Scoob »

Seven hours I've been playing this fresh start now and I've not seen even one attempt by another faction to shoot down a Missile. HOP ships are regularly venturing into Second Contact II Flash Point and getting trounced by ANT and ARG forces there. ARG/ANT seem to really like their missiles, so they make short work of any Large HOP traders.
lordmuck
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Re: New Turret Options in v7.0 are great, but there's a problem.

Post by lordmuck »

Would love an option for the turrets to attack turrets first (meaning the target would be a L/XL ship or station) rather than COM.

But I noticed what you said, having said that our turrets player flown/AI for the player.. cannot hit the side of a barn :/ iv not noticed my ships take out a missile but missing the missile yes xD
Ergoswot
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Re: New Turret Options in v7.0 are great, but there's a problem.

Post by Ergoswot »

I don't get it... why are Egosoft unable to get these fundamental combat things right from version to version? They are seriously game-affecting.
Scoob
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Re: New Turret Options in v7.0 are great, but there's a problem.

Post by Scoob »

Several more hours played, lots of missiles fired and I'm yet to see a single non-player Faction ship's turrets shoot at a missile. They are total sitting ducks!
lordmuck wrote: Wed, 26. Jun 24, 01:15 Would love an option for the turrets to attack turrets first (meaning the target would be a L/XL ship or station) rather than COM.

But I noticed what you said, having said that our turrets player flown/AI for the player.. cannot hit the side of a barn :/ iv not noticed my ships take out a missile but missing the missile yes xD
I wish my ship's turrets WOULDN'T try to aim at enemy turrets much of the time. I've seen my Destroyers spam L-Class Plasma at a target, missing ENTIRELY, as they appear to be trying to aim at turrets on the edges of the target ship. If they just fired at the centre of mass, the the target ship would be dead. I've seen many a fight go totally the wrong way, due to ships simply not aiming at the target proper.. Insane.

I know it's even more options, but I'd love to be able to add a "Aim at turrets / Aim at centre of mass" option. Separate by L/M Turrets. I.e. all L turrets are tasked to just aim at the ship proper, but M Turrets can try to snipe if they have the opportunity. When giving manual attacker orders, we can pick additional options. However, I don't know if these option influence Turret behaviour at all, or just main guns.
BlackRain
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Re: New Turret Options in v7.0 are great, but there's a problem.

Post by BlackRain »

I don't know what is different in my game then, I have been watching several battles and have seen many missiles getting shot down by turrets. Not all of course, but a good number.
Scoob
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Re: New Turret Options in v7.0 are great, but there's a problem.

Post by Scoob »

BlackRain wrote: Sun, 30. Jun 24, 14:42 I don't know what is different in my game then, I have been watching several battles and have seen many missiles getting shot down by turrets. Not all of course, but a good number.
Are those ships belonging to other faction though? My own appear to work, but I've not seen ships from any of the other factions even try. I will keep watching. I wonder how the AI allocates Turret commands to non-player ships?
BlackRain
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Re: New Turret Options in v7.0 are great, but there's a problem.

Post by BlackRain »

Scoob wrote: Sun, 30. Jun 24, 16:06
BlackRain wrote: Sun, 30. Jun 24, 14:42 I don't know what is different in my game then, I have been watching several battles and have seen many missiles getting shot down by turrets. Not all of course, but a good number.
Are those ships belonging to other faction though? My own appear to work, but I've not seen ships from any of the other factions even try. I will keep watching. I wonder how the AI allocates Turret commands to non-player ships?
That is what I am saying, they were not my ships.
Scoob
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Re: New Turret Options in v7.0 are great, but there's a problem.

Post by Scoob »

BlackRain wrote: Sun, 30. Jun 24, 18:41 That is what I am saying, they were not my ships.
Thanks for confirming. I've mostly been observing HOP ships entering Second Contact II Flashpoint being taken out by ARG and ANT forces there. Repeatedly I've seen their Large ships - both civilian freighters and military destroyers - failing to engage missiles entirely. I will observe other conflict areas and see if there's any difference. Missile defence turret activity does seem non-existent thus far though.
user1679
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Re: New Turret Options in v7.0 are great, but there's a problem.

Post by user1679 »

Maybe Egosoft finally gave the NPC factions 1-star pilots for balancing and they actually don't know what the hell they're doing.

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