X4: Foundations

X4: Foundations

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Kencko Feb 21, 2021 @ 2:20pm
Defend against fighters and missiles?
How can I get my turrets to target both?
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Showing 1-15 of 19 comments
Zalzany Feb 21, 2021 @ 2:37pm 
Can't really in x4 that I know of at least, can split up your turrets and order one or two to only do missiles. Also most turret types unless you got VRO are meh at missile defense, I mean only ones that do ok are also kind of horrible for dps. I just flip some to missile defense if I see some firing off, but over all the fastest way to deal with it, is just blow up the missile turrent, if its not using a missile turret, blow up the ship, or usce countermesures as most ships that can't fit a missile turret on board have really low missile limits
Oddible Feb 24, 2021 @ 3:36pm 
I have never seen missile defense in X4 be effective at all anyway.
Lemdoran Feb 24, 2021 @ 6:07pm 
Hardly, i think if set on "enemy" they shoot both. But i find easier to have few M ships (dragon, preferably) with anti missile turrets orbiting around me x) Set in "defense" or "intercept"
Last edited by Lemdoran; Feb 24, 2021 @ 6:07pm
lPaladinl Feb 24, 2021 @ 7:06pm 
...Meanwhile in X3 you can do both easily with the same setting.
Midas Feb 24, 2021 @ 8:33pm 
Originally posted by Oddible:
I have never seen missile defense in X4 be effective at all anyway.

Could be a weapon thing? I've never really bothered trying it myself, but I doubt anything slower than a pulse laser would stand any chance of sniping a missile in motion.
Last edited by Midas; Feb 24, 2021 @ 8:33pm
Chimp Factory [M04] Feb 24, 2021 @ 10:08pm 
Originally posted by lPaladinl:
...Meanwhile in X3 you can do both easily with the same setting.

You would still have to arrange priorities with it with custom turret settings. Its one focus at a time

But I do miss that; and the easier missile system.

I am sure the Bolt Autocannons/CIWS and Flak are best for countering missiles and fighters. Never really had to deal with missiles too often in X4 either.
Scottx125 Feb 28, 2021 @ 1:43pm 
Yeah one of the things that really annoys me... You should be able to set weapon priority.
Xenomorph Mar 1, 2021 @ 6:12pm 
Missiles are only dangerous when flying large, slower ships, as they target engines, and a big ship with no engines is not a good thing.

If you manage to keep some situational awareness and more or less guess where the missiles are coming from- or pause, go to external camera and look for them - , turn off flight assist and rotate the ship, try to get hit where they won't knock off your engines or turrets or anything important.

In smaller S and M ships, if yours is fast enough, you can outrun them easy. And\or you can try to shoot them down yourself, by disengaging flight assist and turning towards them.

Yep, flight assist is a thing in space games :)

Scottx125 Mar 1, 2021 @ 6:32pm 
Originally posted by Xenomorph:
Missiles are only dangerous when flying large, slower ships, as they target engines, and a big ship with no engines is not a good thing.

If you manage to keep some situational awareness and more or less guess where the missiles are coming from- or pause, go to external camera and look for them - , turn off flight assist and rotate the ship, try to get hit where they won't knock off your engines or turrets or anything important.

In smaller S and M ships, if yours is fast enough, you can outrun them easy. And\or you can try to shoot them down yourself, by disengaging flight assist and turning towards them.

Yep, flight assist is a thing in space games :)
That's another thing that doesn't make sense. Missiles should not be able to be out-run or out-maneuvered. Missiles go faster and turn faster, even with jets in the modern day. With space there's no resistance to air. So they'd be even faster. And the G's a missile would be pulling would probably cause anyone doing the same G turn inside a S size ship to splat against the cockpit. The only way to avoid missiles should be some sort of chaff, jamming or close in weapon systems.

Missile's should be strong, fast but can be avoided if you invest in chaff/jamming/CIWS. But they should also be expensive and you should only be able to carry a limited supply of them. Similar to how modern ships work with missiles. Generally the way you use them is to either disable enemy CIWS, or overwhelm them with a large number of missiles. For fighters you pretty much get a couple of missiles and risk the chance of the missile missing due to chaff. Jamming should only work to prevent missile launches at distance.

Projectile weapons should be best against shields due to high kinetic damage. And lasers should be good against hull.

Torpedo's should be specialized to ships with the required launcher. They should be slower so they can be avoided/shot with CIWS. But should be immune to chaff/jamming and should do MASSIVE damage. Though because they're so large you have very few of them and they're very expensive. More useful for surprise attacks and finishing off weakened large ships quickly.
Last edited by Scottx125; Mar 1, 2021 @ 6:33pm
Midas Mar 1, 2021 @ 6:38pm 
Originally posted by Scottx125:
Originally posted by Xenomorph:
Missiles are only dangerous when flying large, slower ships, as they target engines, and a big ship with no engines is not a good thing.

If you manage to keep some situational awareness and more or less guess where the missiles are coming from- or pause, go to external camera and look for them - , turn off flight assist and rotate the ship, try to get hit where they won't knock off your engines or turrets or anything important.

In smaller S and M ships, if yours is fast enough, you can outrun them easy. And\or you can try to shoot them down yourself, by disengaging flight assist and turning towards them.

Yep, flight assist is a thing in space games :)
That's another thing that doesn't make sense. Missiles should not be able to be out-run or out-maneuvered. Missiles go faster and turn faster, even with jets in the modern day. With space there's no resistance to air. So they'd be even faster. And the G's a missile would be pulling would probably cause anyone doing the same G turn inside a S size ship to splat against the cockpit. The only way to avoid missiles should be some sort of chaff, jamming or close in weapon systems.

Missile's should be strong, fast but can be avoided if you invest in chaff/jamming/CIWS. But they should also be expensive and you should only be able to carry a limited supply of them. Similar to how modern ships work with missiles. Generally the way you use them is to either disable enemy CIWS, or overwhelm them with a large number of missiles. For fighters you pretty much get a couple of missiles and risk the chance of the missile missing due to chaff. Jamming should only work to prevent missile launches at distance.

Projectile weapons should be best against shields due to high kinetic damage. And lasers should be good against hull.

Torpedo's should be specialized to ships with the required launcher. They should be slower so they can be avoided/shot with CIWS. But should be immune to chaff/jamming and should do MASSIVE damage. Though because they're so large you have very few of them and they're very expensive. More useful for surprise attacks and finishing off weakened large ships quickly.

Except in space, there's no gravity either, so being bigger doesn't hamper your speed (or shouldn't. Most space games are super unrealistic), in which case the bigger engine with more power wins, and even the smallest fighters have boosters larger than the whole missile.
Xenomorph Mar 1, 2021 @ 6:59pm 
What i described is an experienced, predictable scenario. A new player with not much space game experience (in X4 or similar) will likely get blown up by missiles several times until getting used to avoiding them, or just avoid combat with missile ships. Missiles are good enough, but not too good, and can get quite expensive. If they were too good, it would be lame, but honestly, as they are, i don't really care about using them in normal combat situations, just because rearming is a pain. But they can still have they uses, one being to soften up a station's L turret defense from afar.

Some version of X3, i think, had a PDS module, but don't recall how effective it really was.

Axeface Mar 1, 2021 @ 7:06pm 
I dont know why turret modes are the way they are, priority modes seem like the obvious and intuitive way to make turret modes. Missiles themselves however are also completely underdeveloped, its not like we need missile defence like we did in X3. Remember orbital defence platforms locking down a whole 80km area by launching missiles at us constantly? There are many things in X4 that dont make much sense, an example being every L ship having 40 S storage.

Could the turret mode options we have be something to do with performance?
Last edited by Axeface; Mar 1, 2021 @ 7:08pm
Kencko Mar 2, 2021 @ 2:33am 
Just give me more complex fleet and ship commands ego plz
NoDMoD Mar 2, 2021 @ 2:35am 
Originally posted by !Kencko:
Just give me more complex fleet and ship commands ego plz

And more station and trader control aswell, if we are at it!
Last edited by NoDMoD; Mar 2, 2021 @ 2:35am
Kencko Mar 2, 2021 @ 2:37am 
X series is niche ego, plz give us complexity, don't simplify for a wider audience.
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Date Posted: Feb 21, 2021 @ 2:20pm
Posts: 19