Missiles and torpedoes launchers rebalance!

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S!rAssassin
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Joined: Sat, 7. Aug 10, 10:31

Missiles and torpedoes launchers rebalance!

Post by S!rAssassin »

IMO, launchers for S ships and M ships should not use same ammo:

1. S launcher and M missile turret should can fire light missile and light torpedo only.
2. M launcher and L missile turret should can fire heavy missile and heavy torpedo only.
LameFox
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Re: Missiles and torpedoes launchers rebalance!

Post by LameFox »

To what end?

Personally this would only mean I never use S ships with missiles again, because I never use light missiles. They just don't justify the hassle of dealing with their logistics, except maybe in one-off cases like fighting VIG. I also don't use M turrets for missiles already, because the added storage is so low that any ship equipped this way except maybe edge cases like an Asgard or Syn quickly runs out.

I don't know what light torpedoes are actually intended to target. Anything I'd use torpedoes on, it seems worth using heavy torpedoes instead.

Maybe the missiles themselves would need a rework, before you bothered to make them exclusive to different launcher sizes.
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GCU Grey Area
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Re: Missiles and torpedoes launchers rebalance!

Post by GCU Grey Area »

No - I like my Light Smart missile frigates too much to agree with this suggestion.
S!rAssassin
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Joined: Sat, 7. Aug 10, 10:31

Re: Missiles and torpedoes launchers rebalance!

Post by S!rAssassin »

If all missiles and torpedoes will have some more damage, light versions will be more useful. But now we already have possibility to deliver huge amount of damage just by launching 20-30-40 etc. S-bombers with heavy torpedoes. It's not right...
S!rAssassin
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Re: Missiles and torpedoes launchers rebalance!

Post by S!rAssassin »

GCU Grey Area wrote: Thu, 20. Feb 25, 10:50 No - I like my Light Smart missile frigates too much to agree with this suggestion.
For M-ships, I think, both light and heavy launchers are OK to install.
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mr.WHO
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Re: Missiles and torpedoes launchers rebalance!

Post by mr.WHO »

IMO, X4 should to the missile overhaul like VRO did.

Basically make missile size like the weapon size, so small launchers can only launch small missile, medium only medium and so one.
Same with launcher limitation for ships, so small ships only S-launcher, but medium could mount small and medium launcher.

Last but not least, actual separate missile set for Terrans like in X3 (e.g. Poltergeist, Wraith, Phantom missiles).
LameFox
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Re: Missiles and torpedoes launchers rebalance!

Post by LameFox »

IMO it's less of a damage issue they face than a logistics one. If that was more convenient to set up, they'd be more worthwhile to use (once you had the economy to set it up). But other than station turrets and ships subordinated to e.g. an equipment dock, using missiles adds micro, while energy weapons don't.

I also find their base speeds a bit slow, especially for dumbfire. But then, I have that complaint with all weapons besides beams.
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GCU Grey Area
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Re: Missiles and torpedoes launchers rebalance!

Post by GCU Grey Area »

S!rAssassin wrote: Thu, 20. Feb 25, 10:58
GCU Grey Area wrote: Thu, 20. Feb 25, 10:50 No - I like my Light Smart missile frigates too much to agree with this suggestion.
For M-ships, I think, both light and heavy launchers are OK to install.
I also rather enjoy Starburst for my bombardment heavy fighters. No light version for that particular missile. Furthermore I often select missiles based on their NPC launch range. I try to match missile range as closely as possible to gun range. Limiting use of light or heavy missiles to specific ship sizes would severely restrict the options in this regard. Many of my favourite combinations would become impossible.
BitByte
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Re: Missiles and torpedoes launchers rebalance!

Post by BitByte »

If this is already done in VRO then not so important to waste devs time and resources for such change.
Those whom want changes to their missiles can install VRO and let rest to play game like it is now.
LameFox
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Re: Missiles and torpedoes launchers rebalance!

Post by LameFox »

BitByte wrote: Thu, 20. Feb 25, 12:17 If this is already done in VRO then not so important to waste devs time and resources for such change.
Those whom want changes to their missiles can install VRO and let rest to play game like it is now.
Following that kind of logic we'd still have L ships with interruptible shield regen you could kill in your Untested Explorer's starting discoverer. Just because a mod does something doesn't mean it's not worth considering.
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S!rAssassin
Posts: 440
Joined: Sat, 7. Aug 10, 10:31

Re: Missiles and torpedoes launchers rebalance!

Post by S!rAssassin »

Yes, fire range needs to be increased too. To close combat ships have guns.

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