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Argon plasma probably has quickest rotation speed along all plasma turrets. You can check weapon/turret stats at in-game encyclopedia to be sure.
Large plasma turret are long range turrets, so if you stay at long range traverse speed is not a problem. However, like plasma bullets are slow, fire from long range may cause lot of miss.
While M turrets are mostly the same (except Argon versions have more traverse speed), L plasma turrets are very different. The Paranid version has long range, slow reload, high single shot damage while the Split version has short range and fast reload. The Argon version is in between.
The Paranid Oddyseus is a good destroyer, I use it myself. The destroyers in X4 are however not made to rely on turrets for fighting other capital ships, they have front-mounted fixed main batteries for these fights.
Plasma turrets don't need fast traverse speed because you want to fly away from your target with the nose of your ship pointing at said target either by simply flying backwards or by deactivating flight assist and turning your ship around. It allows you to continuously use your main battery.
Your Oddyseus has 12 M slots. Equip them with Argon Flak turrets, they are very good against fighters.
Paranid L Plasma is the best L turret. 1050 dps, longest range and fastest projectile.
Argon L Plasma is not too far behind and the only real difference you will notice is the slower projectile
Teladi Plasma has the lowest damage output at only 950 dps
Split Plasma has the highest dps at 1100, but for that tiny damage increase you loose 2km in range.
The other L turrets are not really worth it. Unless you really want to make an AA boat with L Pulse/Beam.
M turrets the Argon Flak has by far the best performance. Never install Beam or Shard. Those are essentially useless.
Turret weapons in X4 overall are very weak and fighters reign supreme in any engagement. Bring your own fighters for protection.
Missile though, are very powerful, but very situational as well.
Their main advantage is that you can get L Plasma firepower on an M slot.
Heavy Dumbfire Mk2 missiles give 960 dps on an M slot, giving you plenty extra anti-capital firepower.
In turn, having a pair of tracking turrets with Light Smart Missiles will very quickly remove enemy fighters. Beware to not install too many turrets or you will create a lot of overkill, wasting lots of ammo.
Activate the missile turrets only if you really need to.
Turret rotation speeds are also so insanely quick in X4, the differences between factions don't actually affect effectiveness. I recommend installing the versions with more health so they stay operational a tiny bit longer.
As for the PAR L Plasma example.
2x 3751 damage / 7.1 second reload = 1057 dps
Split L Plasma
2x 1985 damage / 3.6 second reload = 1103 dps
Btw, have you figured out hit chances for different turrets towards ship types while OOS? Plasma, for example, have zero chance to hit S ship. Any other dependences?
And one more: do turrets have range OOS? I mean do turrets wih longer range will hit earlier into fight before low range turrets shoot.
Every weapon in the game has a role. My personal go to load out that I use most commonly is L Plasmas and Argon M Flak but I have different ships for different purposes. I love the Odysseus for its turrets. But don't rule out other destroyers. The behemoth is an amazing tank and the main battery firing feels better. The Phoenix has great defensive turret placement. Don't rule out other turret types either. If you're fighting fast fighters with long range beam can be better than flak. If I'm building a fighter defense escort I'll load it up with L Beam and M Flak. (Though for the most part fighters in the game are pretty lame until you start getting those VIG Kyd missile swarms).
Forward mounted weapons only deal damage when pointing at the enemy. S and M ships will do attack runs.
Turrets can attack in all directions.
Range is still a factor in Low Attention.
Attacks have a 10% chance to hit a module, turret, engine, shieldgen.
All weapons appear to have 100% accuracy in Low Attention.
However, ships have a dodge chance based on their speed, rotation thrust and size. Projectile speed might also affect dodge chance.
Blast Mortars and Thermal Disintegrators are absolutely devastating in Low Attention. Former simply deals a lot of damage, the latter basically ignores shields and is really good at removing modules because they have so little hull to begin with.
im re-designing my fleet layout to have 3 different ships.
The odysseus-e is my fast cruiser with mostly paranid plasma. the goal is to stay out of reach and retreat when needed.
The osaka is my mid range ship since it has much better shields than the odysseus but im not 100% sure how the loadout should be. currently it has 1 L paranid plasma on the bottom and 2 L bolt on top. but the reduced range of the L bolt makes me lean toward removing them and just going all Argon plasma.
The syn is my battleship. since it is so slow, i have it gear out to do max damage at closer ranges so its a mix of L bolt and Split Plasma.
https://roguey.co.uk/x4/weapons/turret_xen_l_laser_01_mk1_macro/
Either way, it's really nasty stuff.
Sadly there is no ideal use for Terran Bolt, it essentially is a Pulse turret with slower projectile but higher dps.
It simply is overshadowed by Plasma in terms of damage and range, and Pulse/Beam in the anti-fighter effectiveness.
PAR L Plasma is the best anti-capital turret, providing you with the best damage and range.
Yes, SPL L Plasma has 50 more dps, but you loose 2km in range and so it will be far, far behind in terms of damage dealt when it gets to shoot, compared to the PAR Plasma.
ARG Plasma is the second best, being almost equal to damage and range to PAR Plasma, but is still suffering that 20% slower projectile.
The optimal loadout for any capital ship is: PAR L Plasma + ARG M Flak.
Which is sadly a bit boring.