X4: Foundations

X4: Foundations

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Destroyer "weapons"
So I bought this Antigone Destroyer and installed the BEHEMOTH MAIN BATTERIES!! as weapon. Now with a name like that you would expect some atomic ♥♥♥♥. With a violent charging sound followed by a just as violent discharging sound and some sort of big deadly energy ray coming out of the tip of the cannons... but then two puny tiny insignificant lasers pop out, with an embarassing little noise, that would make my ♥♥♥♥ soft and mushy as a sponge even if I ingested an entire pack of viagra.
Not to mention the ridiculously low damage it actually does against stations and other big targets. I thought the destroyer was called destroyer, because it destroyed things. Instead we have this big fat nice fella just grazing and caressing stations instead of breaking them apart in few shots.
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Showing 16-28 of 28 comments
Aieonae Jan 10, 2019 @ 5:29am 
Originally posted by Zourin:
large capitals are mostly for anti-capital and anti-station work anyway. Big guns vs tanky hulls and shields. Let the little frigates, corvettes, and fighters do their thing between each other.

Small ships are for fighting battles and skirmishes, big ships are for strategic territory control & demolition.

Fun fact, anything above a covette is techically fly swatter.

And in this game its not very clear on this...

These are technically all carriers their power for the moment is their ability to field fleets of small fighters while "protecting them" while their fighters do the actual damage.

The destroyer main batteries are the only actual long range damage pounder for an equal class destroyer(alike dueling or jousting), sure its devestating if it hit a small ship but if it can hit becomes the real issue.

An no these batteries are not for blasting stations(trust me, thats the first thing I attempted, I nearly dies when the station launches missile barrages at me instead)

This leads the believe only ships of equal class can be effective at dealing with its equal, thus effectively making it a balanced game...

And with exception of the S ship(they can kill everything...eventually)
Last edited by Aieonae; Jan 10, 2019 @ 5:33am
Archon Jan 10, 2019 @ 7:37am 
The destroyers have bad sound design on the main cannons. But mods and updates can fix that.

But yeah. That guy up above is right. A well kitted destroyer will mess stuff up. Especially if it has a few torpedo bomber frigates or heavy fighter-bombers backing it up for station and heavy capship destruction. If you add in anti fighter support in the form of AA frigate or fighter wings (Still ticked they can't dock properly at capital ships and don't have the capacity to repair at them.) they can go toe to toe for insane amounts of devastation.

Keep in mind that there is a catch for this. It takes forever to get a top tier fleet like that. The flip side however is that the AI is in a similar bind. It appears to have to get the resources and make the cash just as you do. Hence why it takes hours for games to heat up into massive border skirmishes or wars.



Also, keep in mind that part of why destroyers sometimes seem lame btw is that the AI doesn't seem to always know how to kit them out. Or maybe they just don't have the necessary parts available for higher quality weapons (They require different parts.) until later on in the game. In mine i've noticed a steady ramping up of aggression.

A good example of this is the Xenon.

They started out sending small fighter wings to skirmish with the Kha'ak and hit isolated transports and have escalated to sending a Branch K destroyer every ten to thirty minutes to hit at least one sector. They're slowly wearing the Teladi down, as a result.

Likewise, in a game where the Xenon have had time to build proper stations supporting an economy (They took about 4-5 hours in my game to do this, i've noticed.) they'll start sending Branch K destroyers backed by frigates and outer system fighter-raider groups to hit sectors bordering them every ten to thirty minutes.

Unfortunately, so far it seems that the Branch K destroyers don't have their proper fittings. They appear to have a lot of turret fittings. But since they don't have a proper supply chain at that point in the game they just do the military industrial complex equivalent of low-balling the work put into it and call it even.

They have started doing suicide bomber runs on a nearby medical station however. So i'm assuming the longer you play the better they get, like in the lore.
Guizin Jan 10, 2019 @ 8:25am 
Originally posted by Archon:
The destroyers have bad sound design on the main cannons. But mods and updates can fix that.

But yeah. That guy up above is right. A well kitted destroyer will mess stuff up. Especially if it has a few torpedo bomber frigates or heavy fighter-bombers backing it up for station and heavy capship destruction. If you add in anti fighter support in the form of AA frigate or fighter wings (Still ticked they can't dock properly at capital ships and don't have the capacity to repair at them.) they can go toe to toe for insane amounts of devastation.

Keep in mind that there is a catch for this. It takes forever to get a top tier fleet like that. The flip side however is that the AI is in a similar bind. It appears to have to get the resources and make the cash just as you do. Hence why it takes hours for games to heat up into massive border skirmishes or wars.



Also, keep in mind that part of why destroyers sometimes seem lame btw is that the AI doesn't seem to always know how to kit them out. Or maybe they just don't have the necessary parts available for higher quality weapons (They require different parts.) until later on in the game. In mine i've noticed a steady ramping up of aggression.

A good example of this is the Xenon.

They started out sending small fighter wings to skirmish with the Kha'ak and hit isolated transports and have escalated to sending a Branch K destroyer every ten to thirty minutes to hit at least one sector. They're slowly wearing the Teladi down, as a result.

Likewise, in a game where the Xenon have had time to build proper stations supporting an economy (They took about 4-5 hours in my game to do this, i've noticed.) they'll start sending Branch K destroyers backed by frigates and outer system fighter-raider groups to hit sectors bordering them every ten to thirty minutes.

Unfortunately, so far it seems that the Branch K destroyers don't have their proper fittings. They appear to have a lot of turret fittings. But since they don't have a proper supply chain at that point in the game they just do the military industrial complex equivalent of low-balling the work put into it and call it even.

They have started doing suicide bomber runs on a nearby medical station however. So i'm assuming the longer you play the better they get, like in the lore.

you know what's fun? to attack the xenon in their own places
it's amazing, but you'll die
i tried attacking a xenon wharf, and good lord it was a mess
DrSuperGood Jan 10, 2019 @ 8:45am 
They are the best guns in the game. Not only do they have the longest range of all guns (7777m) but also have such range with a 2km/sec bullet speed.

They might do less damage than M Plasma Mk2, but those bullets are a fifth of the speed. Plasma Mk2 also has absolutly terrible heat generation compared with the main batteries so has trash sustained DPS in comparison.
Maddog Reed Jan 10, 2019 @ 9:27am 
Originally posted by Padre_Smadonno:
So I bought this Antigone Destroyer and installed the BEHEMOTH MAIN BATTERIES!! as weapon. Now with a name like that you would expect some atomic♥♥♥♥♥♥ With a violent charging sound followed by a just as violent discharging sound and some sort of big deadly energy ray coming out of the tip of the cannons... but then two puny tiny insignificant lasers pop out, with an embarassing little noise, that would make my♥♥♥♥♥♥soft and mushy as a sponge even if I ingested an entire pack of viagra.
Not to mention the ridiculously low damage it actually does against stations and other big targets. I thought the destroyer was called destroyer, because it destroyed things. Instead we have this big fat nice fella just grazing and caressing stations instead of breaking them apart in few shots.

Welcome to weapons marketing 101, always insist on a test demonstration before buying.
Salty Slothy Jan 10, 2019 @ 9:41am 
Originally posted by DrSuperGood:
They are the best guns in the game. Not only do they have the longest range of all guns (7777m) but also have such range with a 2km/sec bullet speed.

They might do less damage than M Plasma Mk2, but those bullets are a fifth of the speed. Plasma Mk2 also has absolutly terrible heat generation compared with the main batteries so has trash sustained DPS in comparison.
While the range is ok the problem is that each one hits like a wet noodle. Which is unacceptable for something labeled as a capship main gun.
eMYNOCK  [developer] Jan 10, 2019 @ 9:47am 
can't see whats wrong with the main battery guns... used them in combination with eclipse fighter (4x torpedo loadout) to wreck several xenon station so far.

though... except the admin modules the batteries can wreck all station modules in a reasonable ammount of time.

thought... don't blame the guns.. better blame the exceptional thick hulls of some stations.
Last edited by eMYNOCK; Jan 10, 2019 @ 9:49am
Diomedes Jan 10, 2019 @ 10:02am 
Originally posted by The original slothy bastard:
Originally posted by DrSuperGood:
They are the best guns in the game. Not only do they have the longest range of all guns (7777m) but also have such range with a 2km/sec bullet speed.

They might do less damage than M Plasma Mk2, but those bullets are a fifth of the speed. Plasma Mk2 also has absolutly terrible heat generation compared with the main batteries so has trash sustained DPS in comparison.
While the range is ok the problem is that each one hits like a wet noodle. Which is unacceptable for something labeled as a capship main gun.
I think the range on the majority of the weapons are horrid in the game in general.. Due to how much faster things are in this game, weapon range should be at least 2 to 3 times further then they are now. M.2 turrets you basically have to be point blank range to do anything.
Last edited by Diomedes; Jan 10, 2019 @ 10:03am
Padre_Smadonno Jan 10, 2019 @ 10:03am 
Originally posted by eMYNOCK (=FU= MadHwK):
can't see whats wrong with the main battery guns... used them in combination with eclipse fighter (4x torpedo loadout) to wreck several xenon station so far.

though... except the admin modules the batteries can wreck all station modules in a reasonable ammount of time.

thought... don't blame the guns.. better blame the exceptional thick hulls of some stations.

I honestly have no idea how you did that, I have encountered several problems with combat AI. I loaded a carrier with some ships, a mixture of pulsar and eclipses, with anti light and anti capital loadout. They barely shoot anything. And the anti capital ships dont even use their torpedos. I had several pulsars with a 4xtorpedo launchers 2xbolt loadout to unleash 4 heavy torpedos at a time, they dont use them, never. I tried to go in a xenon sector where they have a shipyard, it was a massacre, my ships were just flying around the place, being shot down by the turrets, which apparently have a very efficient AI, while returning no fire. Also the command situation is abysmal. Ships will get stuck with the dock and wait command, when you say to attack something, the dock and wait command doesnt get overridden and the ships just remain on the carrier with the attack command queued behind the dock and wait command... like who the ♥♥♥♥ programmed this ♥♥♥♥♥♥♥♥?

edit: also the ships on the carrier dont get repaired... why the ♥♥♥♥ did I hire some crewmen along with the ships if they dont ♥♥♥♥♥♥♥ take care of ships when they are docked. Do I have to go through every single ship in the list and send them to a wharf to get repaired? What a sloppy job developers.
Last edited by Padre_Smadonno; Jan 10, 2019 @ 10:11am
DrSuperGood Jan 10, 2019 @ 11:01am 
Originally posted by The original slothy bastard:
While the range is ok the problem is that each one hits like a wet noodle. Which is unacceptable for something labeled as a capship main gun.
They hit for 703 damage each shot and burst with 3 shots. There are two of them so that is 1406 damage per launch or 4,218 damage per volly. Sure a Nemesis with 5x Plasma Mk2 hits for 5,865 damage per fire, but the heat generation on that is stupid so it quickly has to stop firing for a very long time to cooloff.

On the other hand the main cannons can keep firing for up to 83 seconds according to my calculations (which might be iffy). This gives them very high up time as far as firing goes. They also cooldown faster than the Nemesis because it is 2 guns versus 5 guns.
Last edited by DrSuperGood; Jan 10, 2019 @ 11:03am
eMYNOCK  [developer] Jan 10, 2019 @ 1:07pm 
Originally posted by Padre_Smadonno:
Originally posted by eMYNOCK (=FU= MadHwK):
can't see whats wrong with the main battery guns... used them in combination with eclipse fighter (4x torpedo loadout) to wreck several xenon station so far.

though... except the admin modules the batteries can wreck all station modules in a reasonable ammount of time.

thought... don't blame the guns.. better blame the exceptional thick hulls of some stations.

I honestly have no idea how you did that, I have encountered several problems with combat AI. I loaded a carrier with some ships, a mixture of pulsar and eclipses, with anti light and anti capital loadout. They barely shoot anything. And the anti capital ships dont even use their torpedos. I had several pulsars with a 4xtorpedo launchers 2xbolt loadout to unleash 4 heavy torpedos at a time, they dont use them, never. I tried to go in a xenon sector where they have a shipyard, it was a massacre, my ships were just flying around the place, being shot down by the turrets, which apparently have a very efficient AI, while returning no fire. Also the command situation is abysmal. Ships will get stuck with the dock and wait command, when you say to attack something, the dock and wait command doesnt get overridden and the ships just remain on the carrier with the attack command queued behind the dock and wait command... like who the ♥♥♥♥ programmed this ♥♥♥♥♥♥♥♥?

edit: also the ships on the carrier dont get repaired... why the ♥♥♥♥ did I hire some crewmen along with the ships if they dont ♥♥♥♥♥♥♥ take care of ships when they are docked. Do I have to go through every single ship in the list and send them to a wharf to get repaired? What a sloppy job developers.

first things first... i "piloted" my flag ship by my self, with all the other ships set to be my subordinates and manually set default command to "dock and wait" at my carrier.

next... i don't like fighting for my self.. thats why i brought an armada... how ever, the map commands "wing: attack my target" and "recall subordinates" are extremely effective...

you literally pick any target you want directly from the map, even single station modules and your ships will focus fire on what ever you told them.

when done.. just recall and they dock.

though.. this stuff is almost unusable by the AI it self... they do not know kow to priorize targets or how to selective destroy modules... but they can pack a punch if the player plays Admiral and stays on the console of a carrier.

for example.


relating ship repairs... thats sadly not fleshed out.
everything larger than S Class has self repair abilities... i still have to try to install unit capacity mods on some Fighters and equip them with repair drones... eventually this will trigger some kind of self repair on those too.

but, no idea.
Last edited by eMYNOCK; Jan 10, 2019 @ 1:08pm
Salty Slothy Jan 10, 2019 @ 2:28pm 
Originally posted by DrSuperGood:
Originally posted by The original slothy bastard:
While the range is ok the problem is that each one hits like a wet noodle. Which is unacceptable for something labeled as a capship main gun.
They hit for 703 damage each shot and burst with 3 shots. There are two of them so that is 1406 damage per launch or 4,218 damage per volly. Sure a Nemesis with 5x Plasma Mk2 hits for 5,865 damage per fire, but the heat generation on that is stupid so it quickly has to stop firing for a very long time to cooloff.

On the other hand the main cannons can keep firing for up to 83 seconds according to my calculations (which might be iffy). This gives them very high up time as far as firing goes. They also cooldown faster than the Nemesis because it is 2 guns versus 5 guns.
I have no idea where you got your numbers. My guns don’t burst fire and they sure don’t do 703 damage per shot considering each shot takes 1% out of the Xenon P.
Guizin Jan 10, 2019 @ 2:37pm 
Originally posted by The original slothy bastard:
Originally posted by DrSuperGood:
They hit for 703 damage each shot and burst with 3 shots. There are two of them so that is 1406 damage per launch or 4,218 damage per volly. Sure a Nemesis with 5x Plasma Mk2 hits for 5,865 damage per fire, but the heat generation on that is stupid so it quickly has to stop firing for a very long time to cooloff.

On the other hand the main cannons can keep firing for up to 83 seconds according to my calculations (which might be iffy). This gives them very high up time as far as firing goes. They also cooldown faster than the Nemesis because it is 2 guns versus 5 guns.
I have no idea where you got your numbers. My guns don’t burst fire and they sure don’t do 703 damage per shot considering each shot takes 1% out of the Xenon P.
lol wat
theres something wrong
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Date Posted: Jan 9, 2019 @ 7:29am
Posts: 28