Hyperion questions.

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CaptainCanuck
Posts: 15
Joined: Fri, 26. Aug 16, 09:43
x4

Hyperion questions.

Post by CaptainCanuck »

First I want to say this ship has radically changed the way I play. Love the ship and you can loose it if your not careful haha. anyway to the questions
1 this has a 7000 m3 cargo bay that seems to fill with specific components. I am guessing they are for missiles. I have never used missles before and was interested in trying this feature out. What kind of launchers do I need on the Med slots. and what and or how does the ship produce them ?

2 with the ship being a kind of aux ship. Never used these before. How do I use a small ship to keep it supplied. I am playing Paranid so only have access to paranid ships (rp play)

I hope it's clear

Thanks for your reponses in advance.
Targ Collective
Posts: 2978
Joined: Wed, 4. Feb 09, 21:42
x4

Re: Hyperion questions.

Post by Targ Collective »

The Hyperion *should* be able to Get Supplies to resupply S class ships, but this command is broken at the moment (probably a ship class thing). It *will* use the resupply command to repair and (I think?) rearm small vessels, which means the Hyperion is able to support a fleet of S class missile ships.

The Hyperion only takes M turrets, which limits your options for firepower. For me, I have best results from Heavy Swarm Missiles on all turrets, and fighter swarms to replace the missing point defences. These and main batteries, and instructions to Attack All Hardpoints, are your best options for engaging capital vessels.

The best option for range supremacy is to not install Main Batteries and give them Dumbfire Turrets with Dumbfire Mk. II missiles - if you want to utilise outranging. Your skirmishers keep the capitals busy while your ranged attackers bombard from a distance. This is the loadout I settled on with a squadron of 40 Hyperions and I got high survivability and a lot of totalled Ks and Is.

If you don't want to use ammo then your damage options become more limited. Beam Turrets in S format boast high accuracy but ridiculously low damage, while Flak and Shard are good options for point defense. Plasma remains your high damage solution, but the relatively low accuracy makes it a poor choice for faster targets and, if going without fighters, you will need effective point defences. If your specialisation is raw damage output use Heavy Swarms with Main Batteries, if your specialisation is range use Dumbfire Mk. IIs, without Batteries, if your specialisation is antifighter then keep the Batteries and use Argon Flak and Paranid Shard top and bottom, while the Batteries outshine this option if you want turrets without ammo for anticapital use Paranid Plasma.

Nota Bene: If using Automatic Ship Replacement, then use one layer of Wing for each type of ship in your fleet fanning out from the Ship Leader - typically, Hyperion specialisations, Fighters, Destroyers, Resuppliers. Automatic Ship Replacement can get confused by wing structures of more than one layer - I *think* at least that the game gets confused by duplicate loadouts and Alpha-Beta etc. in common. If you want to transport large amounts of fighters across a hazard zone then you will need a Carrier as fleet leader so as not to confuse the script, therefore. I've reported this issue and the Devteam will probably be able to fix it. :)
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CaptainCanuck
Posts: 15
Joined: Fri, 26. Aug 16, 09:43
x4

Re: Hyperion questions.

Post by CaptainCanuck »

Hi and thanks for your reply. My idea was to go with fighters attached to the 1 Hyperion (Me) and set up for antifighters (moreya's) and a wing or 2 of the corvette kourakamis back with a fleet of oddy's for punch, I haven't tried any carriers as of late but I may try one of those or maybe attach an aux to the fleet. First is start building some moreya's and expand from there
Raptor34
Posts: 3548
Joined: Sat, 12. Jun 10, 04:43
x4

Re: Hyperion questions.

Post by Raptor34 »

You can also just use it to trade btw. It's a do everything except mining ship.

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