OOS Combat, How Bad is it?

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InsaneRuffles
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Joined: Tue, 4. Mar 25, 00:56
x4

OOS Combat, How Bad is it?

Post by InsaneRuffles »

I am currently on the path of trying to mod weapons in X4 to be more "balanced" or worth taking in certain niches, with special considerations for each weapon.

I have however ran into a brick wall with how OOS is calculated.

If every weapon type has the same hit chance (bullet, beam, turret, etc) in OOS, then how do you balance weapons for High Attention without completing throwing the game out of whack in Low Attention? For example, SPL weapons are typically balanced by having a high damage output, but low accuracy in High Attention. This completely changes in OOS though, where they are just straight up better because they have the same chance to hit as every other weapon. This is also why weapons such as plasma, blast mortars are so ridiculously effective in OOS as well. So if you want OOS to not be a complete cluster f***, you essentially have to have near the same accuracy for every weapon in High Attention. There are other factors that are pretty insane as well, like shield damage not being calculated in OOS because it just combines all damage types into one flat damage output (could use verifying).

There is one possible solution however: making the game look at a different set of Macro files in OOS vs High Attention. The parameters for OOS cannot be expanded upon, but maybe there is a way to have the game use a different set of Macro files (determining the stats for each weapon) when calculating OOS. This would make changing weapons actually viable without completely throwing the rest of the universe out of whack in OOS.

To the more experienced modders out there, is this even possible?
CBJ
EGOSOFT
EGOSOFT
Posts: 54307
Joined: Tue, 29. Apr 03, 00:56
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Re: OOS Combat, How Bad is it?

Post by CBJ »

InsaneRuffles wrote: Sun, 30. Mar 25, 20:36 If every weapon type has the same hit chance (bullet, beam, turret, etc)...
Here's where the premise of your post goes wrong. This isn't how it works.
InsaneRuffles wrote: Sun, 30. Mar 25, 20:36 ...but maybe there is a way to have the game use a different set of Macro files (determining the stats for each weapon) when calculating OOS.
I'll save you some time. There isn't. Oh, and for modding discussions, head over to the Scripts and Modding forum. :)
InsaneRuffles
Posts: 3
Joined: Tue, 4. Mar 25, 00:56
x4

Re: OOS Combat, How Bad is it?

Post by InsaneRuffles »

CBJ wrote: Sun, 30. Mar 25, 21:43
InsaneRuffles wrote: Sun, 30. Mar 25, 20:36 If every weapon type has the same hit chance (bullet, beam, turret, etc)...
Here's where the premise of your post goes wrong. This isn't how it works.
InsaneRuffles wrote: Sun, 30. Mar 25, 20:36 ...but maybe there is a way to have the game use a different set of Macro files (determining the stats for each weapon) when calculating OOS.
I'll save you some time. There isn't. Oh, and for modding discussions, head over to the Scripts and Modding forum. :)
Thank you for the response! I will make a post over in the modding forum. Would you mind expanding on hit chance in particular when it comes to OOS? It seems like theres some misconceptions on hit chance in OOS, as several others have expressed this point to me as well.

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