X4: Foundations

X4: Foundations

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Sola Apr 20, 2020 @ 2:32am
Rattlesnake mods for player ship
I just finished researching some engine and weapon mods.
I want to sit outside of K and I range firing the main batteries.

Which mods should I install?
Does each of the 4 main guns require 1 mod?
Can guns have multiple mods each?

(Would a Raptor require 100 mods for each of it's 100 guns)

Thanks so much, yall are so helpful here.
Last edited by Sola; Apr 20, 2020 @ 2:32am
Originally posted by Sith Lord Seyz:
Originally posted by Sola:
I just finished researching some engine and weapon mods.
I want to sit outside of K and I range firing the main batteries.

Which mods should I install?

for the rattlesnake maingun to outrange xenon k & i

4 ex. weapon mods:

all with the + projectile speed % base stat (forgot the name):
you want following bonus stats:
+ projectile lifetime %
+ dmg %

fourth stat is not so important imo.

you can reach 10 km range with this mod at maximum roll luck and additional + 30% dmg (more dakka!).
(base is 6.7km for the rattlesnake maingun).
but 9 -9.5 km is enough and realistic with finite ressources.

xenon turrets have ~ 6 km range
in reallity u lose around 400-500m range for 2 main-weapons, because some sit not at the front of your ship. more in the middle.

but now you still have 2-3 km range buffer for mistakes.

now you just need ex. engine and chassis mod
-> for more speed -> staying out of their range -> gg

(fun fact. you can outrange nearly everything except some argon plasma turrets i think.)
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Showing 1-9 of 9 comments
gamyng Apr 20, 2020 @ 2:43am 
Each mod are for a category (guns, etc), not for individual component.
Sin Apr 20, 2020 @ 2:45am 
You need to apply the mods to the individual guns yes so for example every of the four main guns need seperate mods.
Sola Apr 20, 2020 @ 9:37am 
Alright, two conflicting answers here..
TenPennyBenny Apr 20, 2020 @ 11:38am 
this is really confusing. the first answer is wrong. u have to mod every single gun/turret/shield. each part can only have one mod. but the better mods give more properties. random of course. always save before mod!
SpaceToast Apr 20, 2020 @ 11:59am 
Originally posted by Sola:
Alright, two conflicting answers here..
You need 1 mod per gun so for the rattlesnake u need 4.
Sola Apr 20, 2020 @ 12:45pm 
Thanks for your answers!
OZZO Apr 20, 2020 @ 10:27pm 
Just read carefully what mods are for what.
Rattlesnake main guns require 4 mods, one for each.
Raptor requires one more for all 85 turrets.
The author of this thread has indicated that this post answers the original topic.
Sith Lord Seyz Apr 21, 2020 @ 4:46am 
Originally posted by Sola:
I just finished researching some engine and weapon mods.
I want to sit outside of K and I range firing the main batteries.

Which mods should I install?

for the rattlesnake maingun to outrange xenon k & i

4 ex. weapon mods:

all with the + projectile speed % base stat (forgot the name):
you want following bonus stats:
+ projectile lifetime %
+ dmg %

fourth stat is not so important imo.

you can reach 10 km range with this mod at maximum roll luck and additional + 30% dmg (more dakka!).
(base is 6.7km for the rattlesnake maingun).
but 9 -9.5 km is enough and realistic with finite ressources.

xenon turrets have ~ 6 km range
in reallity u lose around 400-500m range for 2 main-weapons, because some sit not at the front of your ship. more in the middle.

but now you still have 2-3 km range buffer for mistakes.

now you just need ex. engine and chassis mod
-> for more speed -> staying out of their range -> gg

(fun fact. you can outrange nearly everything except some argon plasma turrets i think.)
Last edited by Sith Lord Seyz; Apr 23, 2020 @ 3:59am
Sola Apr 21, 2020 @ 10:27am 
Awesome answer, thank you.
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Date Posted: Apr 20, 2020 @ 2:32am
Posts: 9