X4: Foundations

X4: Foundations

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Sabaithal Jun 3, 2020 @ 7:18pm
So, about rattlesnakes...
Is there any way to tell the pilot to point the MAIN CANNONS at the enemy while attacking? Because the ships usually end up losing one on one fights otherwise, and the AI captains of my ships can't seem to figure this out.
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The Nameless Jun 3, 2020 @ 7:22pm 
No.

I recognize how the AI pilots capital ships, and it's just like what you see in Space Engineers: they maneuver randomly, do ray traces periodically, and fire if something is near the ray trace. If they hit it, they keep firing until it blows up. If they don't, they pause and try again after a moment to see if they hit it next time.

It's pretty much completely random, lazy programming for ships that were intended by the devs to rely exclusively on turrets, and then had main guns slapped onto them probably just for looks.

Don't think of main guns as important unless YOU are flying the ship.
Last edited by The Nameless; Jun 3, 2020 @ 7:30pm
Sticky Jun 3, 2020 @ 7:39pm 
If your talking about a Rattlesnake against a Xenon capital, you would need 3 or 4 rattlesnakes to have a fair fight with a single xenon capital. But as most destroyers main guns they are mostly only good for other capitals and stations due to their speed. I like the Rattlesnake, but also the Bohemoth because its main guns have a much higher range compared to Rattlesnake.
Sabaithal Jun 3, 2020 @ 7:49pm 
Originally posted by Sticky:
If your talking about a Rattlesnake against a Xenon capital, you would need 3 or 4 rattlesnakes to have a fair fight with a single xenon capital. But as most destroyers main guns they are mostly only good for other capitals and stations due to their speed. I like the Rattlesnake, but also the Bohemoth because its main guns have a much higher range compared to Rattlesnake.
I just ordered one of my rattlesnakes to attack a phoenix plunderer (because it was in my sector, and that sure as ♥♥♥♥ ain't gonna fly on my watch).

Had to take the controls manually after it started trading broadside shots, of which my turrets are much less effective. Going to have to change that loadout now I suppose.
The Nameless Jun 3, 2020 @ 8:02pm 
Originally posted by Sabaithal:
Originally posted by Sticky:
If your talking about a Rattlesnake against a Xenon capital, you would need 3 or 4 rattlesnakes to have a fair fight with a single xenon capital. But as most destroyers main guns they are mostly only good for other capitals and stations due to their speed. I like the Rattlesnake, but also the Bohemoth because its main guns have a much higher range compared to Rattlesnake.
I just ordered one of my rattlesnakes to attack a phoenix plunderer (because it was in my sector, and that sure as ♥♥♥♥ ain't gonna fly on my watch).

Had to take the controls manually after it started trading broadside shots, of which my turrets are much less effective. Going to have to change that loadout now I suppose.

Yeah, any ship you're trusting to work on its own, plan on the turrets. "Only You can Use Destroyer Superguns." -Smokey Boron
Sticky Jun 3, 2020 @ 8:04pm 
Typically i go for the high preset on the Rattlesnake, which depending on what your reputation is changes that loadout. But you also want to check into using different shields for the Rattlesnake and replace the Split shields with another faction. I like Splits engines and weapons are okay but their shields are not very good at all. If you are going 1 on 1 with a ships that is potentially hazardous, Step 1 Save game before confrontation. Then do what works if the AI captain fails you may need to take control. Ships attack effectiveness is somewhat boosted by a Pilot and Crew's Skill. Though you are the best pilot you have theoretically.
Last edited by Sticky; Jun 3, 2020 @ 8:05pm
The Nameless Jun 3, 2020 @ 8:15pm 
Originally posted by Sticky:
If your talking about a Rattlesnake against a Xenon capital, you would need 3 or 4 rattlesnakes to have a fair fight with a single xenon capital. But as most destroyers main guns they are mostly only good for other capitals and stations due to their speed. I like the Rattlesnake, but also the Bohemoth because its main guns have a much higher range compared to Rattlesnake.

Buy Rattlesnake, fly to Argon Prime, put Argon weapons on it? S'what I do. Also Teladi shields.
Aeekto Jun 4, 2020 @ 2:54am 
Originally posted by Sabaithal:
Is there any way to tell the pilot to point the MAIN CANNONS at the enemy while attacking? Because the ships usually end up losing one on one fights otherwise, and the AI captains of my ships can't seem to figure this out.

It all depends on the pilots skill.

5 star will fight from maximum distance and only slowly approach the target while firing his mainguns.

1 star pilots fly straight into the face of the enemy and fight closerange and therefor are forced to keep turning nonstop which results in no use of the mainguns
wtiger27 Jun 4, 2020 @ 6:15am 
Originally posted by Aeekto:
Originally posted by Sabaithal:
Is there any way to tell the pilot to point the MAIN CANNONS at the enemy while attacking? Because the ships usually end up losing one on one fights otherwise, and the AI captains of my ships can't seem to figure this out.

It all depends on the pilots skill.

5 star will fight from maximum distance and only slowly approach the target while firing his mainguns.

1 star pilots fly straight into the face of the enemy and fight closerange and therefor are forced to keep turning nonstop which results in no use of the mainguns

This is true. The skill of the pilots makes a big difference when it comes to how effective they are in combat. Crew skill level also applies using moral skill for boarding and other skills for other things. Management of a station and how effective a crew can repair a ship based on engineer skills.
HoloByteus Jun 4, 2020 @ 6:40am 
Originally posted by wtiger27:
Originally posted by Aeekto:

It all depends on the pilots skill.

5 star will fight from maximum distance and only slowly approach the target while firing his mainguns.

1 star pilots fly straight into the face of the enemy and fight closerange and therefor are forced to keep turning nonstop which results in no use of the mainguns

This is true. The skill of the pilots makes a big difference when it comes to how effective they are in combat. Crew skill level also applies using moral skill for boarding and other skills for other things. Management of a station and how effective a crew can repair a ship based on engineer skills.

I hope this is why I just watched a DP manager with 1 star I forgot to upgrade fire a stream of plasma right over the top of a K sitting still right in front of the station...lol. I've upgraded him and will be watching, but that was depressing. I've now included a vision test requirement for new managers!

I've also just built some Rattlsnakes with 2 star captains and have watched them fire main batteries into space no where near a K...lol. Geez. Same with new 2 star fighter pilots. I've never seen a 2 star keep firing guns into space like they are now after this last update. It's like their trigger finger is stuck. This was on a capital ship attack, I've not seen this against fighters.

Last edited by HoloByteus; Jun 4, 2020 @ 6:58am
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Date Posted: Jun 3, 2020 @ 7:18pm
Posts: 9