Ship turret weapon heat system X4

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W1ND
Posts: 7
Joined: Sun, 14. Apr 24, 19:23

Ship turret weapon heat system X4

Post by W1ND »

Hello. Are there any plans to improve the energy and weapon system in the game? The issue is that due to the lack of ship heat from turrets, players primarily use the same set of weapons:

1. Flak for S/M ships
2. Plasma cannons for L/XL ships
3. Trasher as a modification

This is mainly for the following reason: turrets do not generate heat. If turrets generated heat, like main guns on large ships, then the player would be forced to find a balance between energy consumption for cooling (or a battery, whatever) and the damage dealt. Perhaps, as a hypothetical example, a machine gun would be less accurate than a beam, or deal less damage than plasma, but it would consume less energy and generate less heat.
Last edited by Alan Phipps on Thu, 9. Oct 25, 17:05, edited 1 time in total.
Reason: Added info to title
Alan Phipps
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Re: Ship turret weapon heat system X4

Post by Alan Phipps »

Turrets do indeed take advantage of in-game mods that improve damage yet cannot degrade turret cooling as a balance. That said, the automatic preference for M flak turrets has waned somewhat recently because their bullet speed and accuracy against current fighter trajectories are leading to abysmal hit rates on less than barn door targets. For myself, I am finding M beam turrets very useful for all sorts of reasons now.
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vvvvvvvv
Posts: 1960
Joined: Tue, 28. Nov 23, 15:38
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Re: Ship turret weapon heat system X4

Post by vvvvvvvv »

W1ND wrote: Thu, 9. Oct 25, 16:39 This is mainly for the following reason: turrets do not generate heat.
This is mainly because most turrets are very weak or underpowered. So people pick those that have at least some effect.

An alternative to flak would be pulse. Flak causes friendly fire and in 7.0-7.5 the turrets had difficulty hitting anything.
L beams are another option.
W1ND
Posts: 7
Joined: Sun, 14. Apr 24, 19:23

Re: Ship turret weapon heat system X4

Post by W1ND »

I'm talking about the system as a whole. Without overheating and different damage types against armor/shields (energy, kinetic, explosive), it's difficult to balance the wide variety of weapons in a way that makes each weapon good for its own purpose.

You can see this in Elite Dangerous and Starsector, and, as I've been told, this was even the case in X3, but for some reason, it wasn't implemented in X4.

With such an approach, some turrets would provide very good burst damage and suit mobile ships, while others would provide good sustained damage. This would motivate players to experiment with different ship configurations even more than now, and even install different modifications. But this is a very important part of the game, so I cherish the hope that sooner or later the developers will look in this direction.

I wanted to ask this question during the last developer stream, but I didn't have time.:(

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