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it allows you to use "normal equipment" on your Erlking (so you dont need your own Shipyard to equip it)
There's no point to bother with the main gun, as it is not that strong. You could also consider mods that improve projectile lifetime, but slasher will be probably better.
https://www.qsna.eu/x4/modifications
Slingshot is better over-all... But capital ships have such awful mass that strafe and boost thrust are pointless buffs, whereas being able to spin that little bit faster helps travel by managing your turns quicker, and most importantly, getting your big guns on target just a little sooner.
I disagree that the Erlking main gun isn't worth using, it's a decent enough chunk of damage, good enough for combat, but not so powerful that it still has use in capital ship piracy... But how you flavour that gun feels to me more a matter of taste.
But yeah, if you're willing to defy the conventional wisdom? Give whirlygig a shot and aim for that big ol' 50% turn boost.
Doom has already linked to the site I use to check mod values, but here it is again to just emphasise it ;) https://www.qsna.eu/x4/modifications
The reason for slinshot is to get Forward Thrust and Travel Mode increase, as they stack. Erlking is quite fast already, this increases his speed greatly. Whirlygig has no such effect and Erlking turns faster fairly quickly by default.
But again, it is a matter of preference.
Oh, absolutely agreed in terms that the turrets are the big feature of the Earlking, and I didn't mean that they should be ignored, I just can't improve on your advice for modding them.
And yeah, there's something to be said for buffing the top speed to huge levels. I just find that I'm more often in a situation in any capital ship where getting my facing to the right direction a little quicker is both less frustrating, and has saved my behind more often than speed and acceleration.
Yay! Differences of preference! :D
On second thought, though... For the sake of discussion. An alternative view might be to take some of the tier 3 mods for turrets aimed at anti-fighter roles. Extra rotation speed may help turrets stay on target a little better, increasing damage performance more than the flat damage upgrades of slasher mods... Could obliterator be worthy of a second look?
Buffed speed of Erlking goes to, I think, around 600 m/s. I'd need to double-check it to be sure. Rotational acceleration could help if you suddenly find yourself hugging a K that snuck up on you from above and is pounding you with gravitons. However the other way to deal with this situation is to run forward. Even without turning you'll break away from K, then distance increases, then you can slowly turn and broadside it with turrets from above. In this scenario main gun does not even come into play, as it won't be pointed at the target. This sort of maneuvers work better in third person view.
I think you could, in theory, use main gun for some sort of sniping. And that would be actually Expediter mod. Up to 30 percent lifetime of projectile means up to 30 percent range increase.
Regarding turrets.
So if you want anti-fighter turrets, you could try Expediter on them too. Basically you could aim at... >=+20% damage, >=+20% lifetime, and perhaps >=20% rotation. You could aim higher, >=25, but you'd need a lot more rerolls to get 3 parameters to near maximum. Basically, if we assume uniform distribution of rolls, then.... >=20 is 33% chance, and >=25 is 16%. So... three parameters >=20 will be... 3.5% chance, and three parameters >=25% would be... 0.4%. Sounds very painful. If you raise just 2 parameters, then for >=20 it is 11% chance and for >=25 it is 2.7%.
Also, Expediter is a purple weapon mod, and getting exceptional weapon chamber is quite annoying.
I don't fly it myself or even stay on it because I hate it's aesthetic. Bridge isn't exactly comfy either. Great as a quick response ship though because of it's high speed. It can basically solo anything in the hands of an AI pilot. And the AI uses the main gun, dunno if well but at least I don't have to use it myself.
Slasher into the turrets once i have the mod parts to spare and the best shield capacity mod i have, but i mostly use the Erlking as a trade ship so the former two are really the important ones.