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"Defend" isn't a good role overall; instead, try "intercept" against S/M ships and "bombard" against L/XL.
Yes fighters are the key in fleet combat. They kill Xenons K's and I's even before the destroyers are close enough to shoot. Works In Sight and Out of sight.
Ships try to use all their guns that are appropriate for a target. Not the highest dps combination nor attempting to maintain a range advantage. If you want your destroyers to utilize their primary weapons, then you need to make sure all their turrets will not fire on a station/capital ship where that range matters by setting them to target fighters/missiles only.
Defense is a role that requires an enemy to hit the commander before they will respond (really only useful for ships that will dock with the commander). Most of the time, you'll want to utilize the intercept command instead if you want them strictly for defensive play (keep in mind they will only intercept S and M class ships). You'll want the attack with command if you want their assistance in firepower otherwise.
Buy a shark with capacity of 68 S-Ships. Or other carriers with enough space.
30 Barracudas with fast partical cannons on command "attack"
30 Barracudas with Torpedos on command "bombard"
8 other ships, I use usually Interceptor
8 M Ships, some different types are better on "defence"
2-6 Guppys on "attack"
each 4 Barracudas on attack
each 4 Barracudas on bombard
4-8 Destroyer on "attack"
each destroyer at least
2 Heavy Fighters on "attack"
rest Fighter on "intercept"
a Supply Ship on "Support"
full with Fighter on Intercept
8+ different M ships on defend (you can use them as cavalry)
Give it a try. Carrier and Fighter are worth it. :-)
Let say you have a fleet of only Destroyers without any other fighters or support.
In OOS combat, watch the target of the fleet leader, you will notice that it picks targets one by one. The fleet, seems to destroy things one by one. I stand corrected if wrong.
Which makes the composition and assignments of other ships in a fleet really important. If you rely only on the turret from the destroyers taking out enemies, it simply takes too long as they are slow to catch fighters since the fleet leader is selecting targets one by one.
Additionally, fighters seems to take priority. A destroyer will ignore an I close to it and chase the target of the fleet leader, instead of focusing on the nearest target.
In Sector combat, setting turrets to attack all enemies will probably make the combat better since the correct turrets will keep firing towards nearby enemies. But am not sure if distance is considered OOS.
So a fleet like this is excellent and will ensure each ship would more likely have different commands, ensuring that enemy fleet are dealt with in a more efficient manner, even if the fleet leader is selecting targets one by one.
More reading: https://forum.egosoft.com/viewtopic.php?t=452635
Combat compare
https://youtu.be/9r9PQgtqIqo
https://youtu.be/D3cJfqlzCuI
If you're want to challenge yourself, you could try predicting the Xenon K's movements and issue commands accordingly to take it down with a destroyer, but it can be quite frustrating.
Example: https://www.youtube.com/watch?v=mfdjfnoZXd8
This test is done in 6.0, but AI script is not changed on this behaviour:
https://youtu.be/lz8tak_B2dw
There are quazdillions of threads about it, here and on Egosoft forums. For years.
There were good proposals to change what's wrong and how how to improve it - Egosoft never cared. So don't expect any improvements. And when they tried, it was one step forward and 3 steps back.
Looks like engine abilitles (or even the devs) are is too limited to do something substantial different/better.
Fighters should clear way for bombers, destroyers should have stronger shields and drop main batteries for better/more turrets.
Currently the only answer is fighter spam. Everything else falls short because of flight mode.
Yes, you heard correctly. Flight mode is the single worst thing that happend to fleet combat in X4. Why?
Because AI has trouble using it in battle. Coordinate attack is just a duct tape over the problem that sometimes work, sometimes dont and is mostly frustrating.
With flight mode, some ships arrive later than others, sometimes they park right in front of the enemy, sometimes 20 kilometers from it. You can never know.
Without flight mode, all of your ships would move more or less in the same pace. Every single time. So you could order your capitals to move to the position. Then deyploy fighters everything else. And then attack. Use SETA to skip waiting for travel times.
But sadly, they decided that flight mode is cool for gameplay and well, it kinda is - for flying and doing stuff.
Except some players, me included, as soon as we leave early game, I'm literally never flying any ship outside some missions and for combat. I'm being flown by my pilots from place to place like a proper CEO while running my company.
But that's apparently not the playstyle Egosoft support for their main experience.
Know how the computer a.i work, and have the intuition on how to use them... it's not just point... attack.. and watch... lol.
There is also a group of people who don't just sit behind the map screen and play the numbers game.
Many actually enjoy par taking in the actual fights.
But im starting to forget why im writing this. Anyways, being busy all day doing real work with a skidsteer plowing snow from roads.
Nothing ends the day better then a couple swings of whiskey.
I’ve never encountered an RTS game where the AI fails to use its primary weapons effectively. X4 is clearly not a strategy game, as the AI lacks any real strategic capability. I can easily wipe out an entire Xenon sector with just one ship. This design reflects a space shooter, not a true strategy game.
I believe you're referring to the travel drive, and I agree—it’s a significant loss to have replaced the jump drive with it. While it does make the universe feel "bigger," to be honest, it’s just boring. The poor AI only exacerbates the issue; watching a large fleet crawl slowly through a sector is truly torturous.