X4: Foundations

X4: Foundations

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ARG or SPL plasma turrets on a Xenon-hunting Rattlesnake?
Getting real tired of all these Ks running amok everywhere and the NPC factions not doing anything useful about them, so I've finally decided to grit my teeth and grind up Split reputation for that sweet, sweet Rattlesnake. Of course, they can't actually build it (at least without me running huge supply convoys) since the Xenon own every single usable resource in what used to be Split space, but I did make sure to grab the license for the hull and most of the fittings (not gonna pay for a license to build Split shields, obviously :P).


I've tested it out against the one K that always seems to be hanging around shooting up the trade station in Open Market (which is permanently reduced to just the outline and 1hp as a result) and it mostly worked, although when the K decided to charge me I took a fair bit of damage in return.

So now I'm wondering if I should swap my Split plasma turrets (faster-firing, higher damage, lower range) for Argon ones (less boom but more range and faster traverse). Sure, the turrets aren't really the primary source of damage on a Rattlesnake (4 rapid-firing main battery guns. Go home egosoft, you're drunk :P) but they do add up and they also keep firing while I maneuver to keep the range open (if you have that Split speed advantage, you might as well use it) and avoid return fire, so...

...is the extra DPS from the Split turrets worth losing out on range and tracking?
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13 yorumdan 1 ile 13 arası gösteriliyor
ARG if you are controlling it/in sector, split or the most damaging one if you are out of sector,i think those are teladi.
En son Witski tarafından düzenlendi; 4 Kas 2020 @ 1:40
İlk olarak Witski tarafından gönderildi:
ARG if you are controlling it/in sector, split or the most damaging one if you are out of sector,i think those are teladi.

Unless the encyclopedia has inaccurate data (not ruling that out) Teladi plasma is less powerful than the Split version. But since this is going to be mostly piloted by me (or while I'm zipping around in a Chimera nearby) I'll go with Argon.

Oh, and for defense...I've been using Argon Beam turrets in most of my fleet's defensive turrets because they actually hit things but their damage is kinda pitiful (will eventually kill an M. Ps just laugh), would I be better off with something else?

I've been considering missile turrets for defensive armament but I'm not sure how to deal with the ammo supply situation since my missile assembly lines are still being built and constantly heading back to docks to get more is probably kinda inefficient...

(Oh, and which missiles would be best for defense? I've been using Swarm missiles for style reasons -I'm an old, old Macross fan :P -, but they're probably not the optimal choice.)
En son MattStriker tarafından düzenlendi; 4 Kas 2020 @ 2:19
L pulse turrets are actually capable allround weapons.
In my experience they´re just as effective against S targets as L beams are, while also being waaay more capable against M and L sized targets. Beam turrets are just too weak imo.

However unlike beam, pulse will perform differently when on the move or standstill. So keep that in mind.

Regarding missiles; swarms are among the best guided missiles. Auxiliary ships are of great help when resupplying your ships while and also decrease your micro management.

You may also go with unguided missiles, however I don´t have any experience to speak of in this regard.
The best defensive turret is the Argon Flak. It is short ranged but it's the fastest turning turret and it has spreading damage, so S and M's really suffer from it.
The Split Flak gives more damage but it has shorter range and is a bit slower in turning. Your choice...

P.S. A Minotaur Raider can go head to head with 2 M's and not suffer Hull damage if his "puny" two turrets are equipped with Flak...
Problem with the flak is that if there's anything neutral within a light-second of your intended target it'll turn red very quickly :P.
I have used the Paranid Plasmas for my L turrets. They seem to be the best compromise and remember a damaged K can't shoot back as deadly. I found that when I look closely the K are usually missing a few turrets by the time they close to firing range against my ships.

My tests are not in any way conclusive as I have not approached the tests in a scientific manner.

Flak allows the K 2km of range before your ship turrets shoot.
I think the Argon ones have slightly better range. That makes them much the better choice for in-sector work on stations IMHO. It means you don't have to move your destroyers around as much as you destroy a stations modules. i.e. they can often hit more station modules from same position safely without moving with that extra range.

Since moving your ships about to get them into position to bombard the station safely takes up a lot of time it makes up for and probably more any shortfall in DPS vs the Split guns.

Plus you always get a warmer, fuzzier feeling the further away you are from hostile station turrets in my experience. :steammocking:
En son Gregorovitch tarafından düzenlendi; 4 Kas 2020 @ 10:19
I also use Only Paranid Plasma for L turrets. Active targeting Capital ships, but deactivated targeting enemy stations.
I only use Paranid Beam for L turrets, for my Ratler anti-fighter killers. (one could argue though
that Split are known to have the best beams) My Split L miners i give Split Beam though for
L turrets. All M turrets are flak, combined with Paranid Bolt.

The enemy calculates Evasive maneuvers. So you have to Confuse them with your weapon
combanation, so they fail to evade, and thus die very quick, as soon as possible.

The amount of dammage done is not the only most important factor, the Effect a weapon has
on an enemy ship is just as important factor....thats where combinations come in.

Rockets are another story of caurse. You lose a lot of guided, because the enemy must
exhaust his supply of flares, i only use guided in very close combat, then their flairs does
not work
En son arrak tarafından düzenlendi; 4 Kas 2020 @ 10:55
If your the pilot, go with whichever has the fastest turn rate. Turret needs to be pointing in the right direction to shoot stuff, that more than makes up for any "on paper" dps disadvantages.

I also settled on lasers for all the small/medium mounts because they have a greater effective range than any other weapon (most turrets can't hit past 1/3 of their max range). The damage is pretty poor, but at least they kill S/M things.

Large turrets i leave to plasma since they're for taking down L/XL ships instead.
I've gone with a mix of beams and missiles for the medium mounts (beams on the forward set, missiles on the aft groups). Having to keep track of ammo is mildly annoying but the missile spam utterly shreds anything small or medium and the beams are alright for swatting annoying things that don't warrant expending ordnance on.
En son MattStriker tarafından düzenlendi; 4 Kas 2020 @ 16:15
I haven't tried missiles at all due to the AI problems (i.e. refusing to use them).
İlk olarak Asmosis tarafından gönderildi:
If your the pilot, go with whichever has the fastest turn rate. Turret needs to be pointing in the right direction to shoot stuff, that more than makes up for any "on paper" dps disadvantages.

I also settled on lasers for all the small/medium mounts because they have a greater effective range than any other weapon (most turrets can't hit past 1/3 of their max range). The damage is pretty poor, but at least they kill S/M things.

Large turrets i leave to plasma since they're for taking down L/XL ships instead.
Yes, very low dammage. But lazers confuses "enemy avoidance" of your other weapon types
firing at it.
Also, beams stuns your enemy :) ....a very usefull property. To make your other weapon
types affective in bullets not being evaded :)

I have lots of MEDIUM "flagships" (.com), for personal use. And only "they" each have a
missile launcher, (NOT on turret...never).
When i do not use ship, i always Deactivate missile launcher, cause they DO use it, and
when i need ship, none of them has missiles for me to use, if i forgot to deactivate missile use.
I never put missile launcher as Turret. in Turret sence, your argument can be True.

With not checking what your ship is atacking when defending spot or patrolling, you should
carefully know what tipe of ships it attacks, to correctly have the apropriate missile launcher
installed in a GUN SLOT :)

Wish you lots of fun with discoveries in your experimentation
frustration is not apleasant experiance, but "eureka" is gold :)
En son arrak tarafından düzenlendi; 5 Kas 2020 @ 11:55
So after some experimentation, my method for quick and easy K kills is this:

Call in my Rattlesnake while flying my modded-to-hell-and-back Dragon . Use the Dragon to take out the engines and maybe one or two of the big guns while the Rattlesnake closes for the kill. Repeat the immobilizing/disabling attack with the next K (there's usually 2-3 in a raid at this point) while the Rattlesnake finishes its prey.

Missile turrets basically turn the swarms of Ms and Ps that accompany the Ks into a complete non-issue for as long as the ammo supply holds out (and with four launchers and storage for 200 missiles that takes a while), and just the opening salvo from a Rattlesnake against an immobilized K will usually wreck every surface element aside from the main shield generators instantly.

I've also built a second Dragon with 4 torpedo tubes that I can call in to finish off disabled capital ships, which is fun to watch as long as you don't get too close. Remember, kids: Friendly fire...isn't.
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Gönderilme Tarihi: 4 Kas 2020 @ 1:31
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