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this whole system is so convoluted.
Auxiliary and Carriers will only ever buy:
Energy Cells, Smart Chips, Missile Components (Universal build method)
Energy Cells, Hull Parts, Claytronics (Closed Loop build method)
Energy Cells, Silicon Carbide, Computronic Substrate (Terran Build Method)
Which allows them to build missiles, satellites etc to resupply the fleet.
Repairing your ships is COMPLETELY FREE and doesn't require anything, no money, no resources.
As mentioned before. Go into your Global Orders and set the Automatic Resupply to high, then your ships will automatically go to the nearest Aux/Carrier in the sector to repair.
The ships need to have an active order to do the auto-repair though. For example Protect Position, Intercept for Commander etc.
in x3 the flail missiles could kill a fighter in 1 shot. in x4 it takes like 5 to 6 batches of swarm missiles to get a kill. the torpedoes are far too slow for their low damage output. its a shame really because they used to be fun.
More like, missiles were extremely unbalanced in x3. It didnt even take that many torpedoes to blow up the biggest ship in the game
I've tried several methods, parking Aux ship in the system, making the Aux ship a subordinate of the one with repeat orders (supply fleet command) and making the ship with repeat orders a subordinate of the Aux ship, however they just keep going about their business with 10% hull.
S ship has two commands, 'collect drops' and 'dock at Aux ship'.
maybe but you also had the mosquito missile defense system in X3. in X4 all we get is marginally useful flares that have to be manually fired off.
Nope, sadly doesn't work with repeat orders because this uses what i would call "direct commands" from the player.
They only do auto-repair when on "active" orders. Default behaviors like Protect Position, Automine etc. And when assigned to stations or fleets.
Missiles are still really powerful in X4, just a bit harder to use mostly because of the very limited carry capacity.
Light Smart is by far the best anti-fighter weapon in the game.
(Swarm is more anti-medium and anti-large. Has very big trouble hitting small targets because of the swarm flight pattern)
Heavy Dumbfire is very similar to an L Plasma turret, except you can also put them on M slots on L and XL ships. Giving you much increased anti-capital dps.
Heavy Cluster and Heavy Torpedo can give you some insane alpha-strike potential.
10x Buzzard with 3x Heavy Torpedo Launchers is over 500k damage in a single strike. 20x Buzzard is over a million damage, which is more than the Asgard beam at a fraction of the cost. Just don't try to use them against stations.
IIRC either mines or laser towers require weapon components, so maybe a fleet member has those on board.
As far as missiles goes, we need the option to set turret priorities rather than exclusively doing one thing.
If your heading into VIG territory for example you need heavy missile defense some of the time, but other times you need none and those turrets set to missile defense are wasted space.
There's no easy way to toggle turret function, so you have to manually go through all 5-20 different turret groups changing target settings everytime you get missile alerts there.
If you could give turrets a primary and secondary target function, that'd be perfect. You could have some turrets with missile defense primary and attack enemies secondary, or "attack my target" primary and " do something else when im distracted" secondary.
Tested this and it does not work. Erlking with all turrets set to missile defence with some Xenon P's around doesnt fire a shot.