X4: Foundations

X4: Foundations

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fireball0836 Jun 23, 2021 @ 10:02pm
question regarding capital class ships and turrets and the like
so thanks to some of your stellar advice, ive got a really solid foothold up in zyarths dominion, and my mining ships/stations have made the split able to fend off the argons while ive got matrix defended on this side. im looking at capital class ships like destroyers and the like, and, im not sure what i should be tryina get. i was hoping you could reccomend a good strong battleship/destroyer/whateveritmightbeclassed based upon a couple small things.
this is gonna be my flagship, so moneys not gonna be a thing.
i want decent turret coverage and maybe best turret reccomendations for those stupid annoying drones and smol ships (no idea what turret does what or is good against what)
i also want a forward battery i can be proud of. this stinky argon behemoth i stole is so dissapointing it hurts.
mind you i should probably ask about the best kind of forward guns to take down a station, because thats what im planning to do, smash that damn wharf and claim that space. i dont really care about crew space, nor deployables or none of that, ive got a "carrier" for boarding that i pair with my dragon so i dont really need that, and a xenon k? psh dont make me laugh. i could kill a k in my Mamba. but i digress.
i really just want a really big powerful ship but seeing as x4 is leagues different from 3 my knowledge of what that entails is "big ship equal big boom"
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Daddy Shark Jun 23, 2021 @ 10:11pm 
All capital ships have their ups and downs.

Sounds like you're into the Split thing. Rattlesnakes are swift and deadly. They're kind of glass-cannonish as they take a punch to the jaw worse than Glass Joe - but you get a few of them prowling around together and they're super deadly.

For your turrets, you basically can outfit your ship to kill S/M ships, or you can outfit it to kill big stuff like L/XL/Station sized targets. Particle repeaters are like big gatling guns and are pretty good for fending off fighters and drones. But really you're going to want to have a wing of your own fighters for taking out enemy ships.

Outfitting your capital ships for fighting S/M fighters means you're weak when you run up against an enemy capital ship. For big targets you want Plasma weapons.
Last edited by Daddy Shark; Jun 23, 2021 @ 10:18pm
fireball0836 Jun 23, 2021 @ 10:16pm 
Originally posted by Star Trucker:
All capital ships have their ups and downs.

Sounds like you're into the Split thing. Rattlesnakes are swift and deadly. They're kind of glass-cannonish as they take a punch to the jaw worse than Glass Joe - but you get a few of them prowling around together and they're super deadly.
im into the split thing mainly for the fighters, because im a pilot at heart. and an ace dogfighter to boot. back in x3 id often forgo capitals and the like in favor of my fighters, because i preferred the in your face fighting more. that being said. how glass is a rattlesnake? im not planning to play bumper cars with angry ships, but if about 6 or 7 fighters can take me out, i cant really go for that.
also small thing, what kind of loadout would i want anyway? the turrets confuse me.
Last edited by fireball0836; Jun 23, 2021 @ 10:17pm
Daddy Shark Jun 23, 2021 @ 10:18pm 
Sorry I edited with some stuff about turrets above. Every race has a theme. Split ships sacrifice armor for speed and armaments. They move fast and hit danged hard, but they don't have much in the way of protection.
Last edited by Daddy Shark; Jun 23, 2021 @ 10:19pm
fireball0836 Jun 23, 2021 @ 10:19pm 
Originally posted by Star Trucker:
Sorry I edited with some stuff about turrets above.
thanks ace
Daddy Shark Jun 23, 2021 @ 10:22pm 
And of course the ultimate cap ship is the Terran's Asgard. It has a special XL main gun that obliterates anything it hits. It can 1-shot a Xenon I from close range.
fireball0836 Jun 23, 2021 @ 10:24pm 
Originally posted by Star Trucker:
And of course the ultimate cap ship is the Terran's Asgard. It has a special XL main gun that obliterates anything it hits. It can 1-shot a Xenon I from close range.
tell me more. this has peaked my curiosity.
Daddy Shark Jun 23, 2021 @ 10:28pm 
Well she's not usually that easy to get your hands on.

You have to make friends with the Terrans to +20rep, then buy the blueprints for both the ship and the XL main gun, then you can produce it at your own shipyard. They don't just sell them. Another way is to go find one on patrol and use copious amounts of boarding marines over and over until it turns green.

Or you can go through the terran secret service missions and at one point you get your hands on a Terran Syn destroyer - which can more than hold it's own in almost any situation. It was my main ride for a good 100 hours or so. I used all Terran beams on it.
Kajar Jun 23, 2021 @ 10:39pm 
The Rattlesnake is definitely the damage dealer under the destroyers. It is more like a battlecruiser, fast with plenty of firepower, but weak shields and barely protected surface elements. It sacrifices shields for increased hull armor, speed and firepower.
Against fighters it will suffer a good bit as they will be relatively easily be able to remove the turrets and engines. Luckily Xenon do not use missiles, since a couple of heavy missiles can easily cripple it.
As for the Rattlesnakes own weapons... The forward guns provide very high DPS that only the Terran Syn and Asgard can surpass.

Turrets are also plentiful. If you look for anti-capital and station firepower, Paranid Plasma are the way to go. If you need more anti-fighter work, Pulse or Beam do a decent job.
For M-Turrets the best anti-fighter work is done by the Flak turrets (Available from Argon and Free Families). If you don't have access to those, Pulse might be the best option to reliably hit fighters but as with most M turrets, the damage output is really low.

If you want even more ant-capital firepower, you could fit missile launchers on the M slots. Heavy Dumbfire Mk2 get really close to the damage output of L Plasma weapons. Anti-Fighter light tracking missiles don't seem too effective as they have trouble hitting the little buggers, even without all the flares.
fireball0836 Jun 24, 2021 @ 7:28am 
Originally posted by Kajar:
The Rattlesnake is definitely the damage dealer under the destroyers. It is more like a battlecruiser, fast with plenty of firepower, but weak shields and barely protected surface elements. It sacrifices shields for increased hull armor, speed and firepower.
Against fighters it will suffer a good bit as they will be relatively easily be able to remove the turrets and engines. Luckily Xenon do not use missiles, since a couple of heavy missiles can easily cripple it.
As for the Rattlesnakes own weapons... The forward guns provide very high DPS that only the Terran Syn and Asgard can surpass.

Turrets are also plentiful. If you look for anti-capital and station firepower, Paranid Plasma are the way to go. If you need more anti-fighter work, Pulse or Beam do a decent job.
For M-Turrets the best anti-fighter work is done by the Flak turrets (Available from Argon and Free Families). If you don't have access to those, Pulse might be the best option to reliably hit fighters but as with most M turrets, the damage output is really low.

If you want even more ant-capital firepower, you could fit missile launchers on the M slots. Heavy Dumbfire Mk2 get really close to the damage output of L Plasma weapons. Anti-Fighter light tracking missiles don't seem too effective as they have trouble hitting the little buggers, even without all the flares.
aight cool, thanks. i might have to butter up the argon a smidge since my rep took a hit after they chose to send an army in on my patrol and the boarding op which hurt because of all the surface elements i destroyed, but that shouldnt be too hard to fix. ill build me a decent battlecruiser so i can clear out that wharf and cripple the xenons reinforcements.
fireball0836 Jun 24, 2021 @ 7:31am 
Originally posted by Star Trucker:
Well she's not usually that easy to get your hands on.

You have to make friends with the Terrans to +20rep, then buy the blueprints for both the ship and the XL main gun, then you can produce it at your own shipyard. They don't just sell them. Another way is to go find one on patrol and use copious amounts of boarding marines over and over until it turns green.

Or you can go through the terran secret service missions and at one point you get your hands on a Terran Syn destroyer - which can more than hold it's own in almost any situation. It was my main ride for a good 100 hours or so. I used all Terran beams on it.
aight so i guess thats a goal for future. rep shouldnt be too hard, as long as i can find a good terran station to patrol traffic on, main thing will be a shipyard. im planning on setting one up in matrix whenever i clean it up anyway so that will work.
TheShark Jun 24, 2021 @ 8:57am 
So for a general setup on all your caps for daily use, I strongly recommend: M turrets with Argon Flak (or Split Flak, which is shorter ranged, but faster projectiles and smaller AOE) set on "missile defense", which is now patched to shoot at fighters when no missiles are around. L turrets with Plasma set on "attack capitals", so your big guns won't get stuck tracking on small targets they can't hit.
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Date Posted: Jun 23, 2021 @ 10:02pm
Posts: 11