[Request] imrove capital ship attack behavior

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Xkuka
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[Request] imrove capital ship attack behavior

Post by Xkuka »

unmodified savegame -> https://drive.google.com/file/d/1hygZaE ... sp=sharing
All DLC except Timelines.

In this save you will be on the bridge of a Rattlesnake that, instead of attacking the Xenon Asteroid with its main gun, decided to move so close that the lasers of the Asteroid can destroy it. And this seems to be the common idea how to engage for Rattlesnake pilots at the moment.
You will have to intervene if the ship is to survive. Otherwise some M lasers will tear it apart, needlessly.

As you can see I have already removed the Xenon defences from this sector, but with a lot of pain and intervention. The main issue here is that very often destroyers do not use their main guns for an attack but instead move as close as possible to the target. In this effort I have tried the coordinated attack a couple of times from different angles but the result was that none of the 5 ships I used (there is a second Rattlesnake currently assigned to the Shark) went into a position to attack the station with their main guns. The only way that worked was to give the leader a simple attack order and then take manually care of the Rattlesnakes not going suicidal.
Another issue I have with the attack behavior, Sometimes it actually works, but I have no idea why, when it does.

Since I don't really understand the intention from Egosoft how this is supposed to work I struggle to make a clear suggestion to improve it.
But I would at least expect that after destroying all the Xenon L turrets from a station, my own destroyers will not have to struggle to survive the attack.

Cheers
CBJ
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EGOSOFT
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Re: [Request] imrove capital ship attack behavior

Post by CBJ »

Note to moderators: I requested that reports of specific issues with capital ship attack behaviour be posted here, so this is not a case of misuse of the Tech Support forum. :)
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Xkuka
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Re: [Request] imrove capital ship attack behavior

Post by Xkuka »

A couple of side notes about the Rattlesnake in particular.
It seems that the Rattlesnake has a this suicidal behavior baked in, meaning it goes as close as 2km to a target when attacking. Several people have observed this behavior.
If Egosoft want to imply a certain Split trait with this kind of biased behavior, please don't do that.
The Rattlesnake is designed perfectly balanced as a frontal attacker with 4 main guns and 4 turrets facing forward and sufficient range. It makes absolutely no sense letting this ship going into a brawl with its weak shields.

I think this has significant balance implications on the NPC side. For years there are attempts to balance the Patriarchy to be more survivable on their west flank, I can see why that is failing if their destroyers go into brawls with Xenon K's. In my current game the only Patriarch Rattlesnakes I have seen are in the Free Family space, I have not seen a single Raptor, but what I can see is that their shipyards are constantly undersupplied and they are not able to stand the Xenon in Family Zhin. I can't see everything that is going on but I would assume that their fleets simply get destroyed so quickly that they don't have the resources to sustain a war.
Absolutely no surprise if the Rattlesnake is designed to die with a behavior that does not fit its capability.
Furthermore, I don't employ Split captains on my own Rattlesnakes, why would they behave like Split?

If Egosoft wants to have certain behaviors for different races, that should be bound to the actual pilot, not the ship. Not only would that make more sense, it could add a bit more flavour and reason to employ different races on different ships.

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