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The Shield Damage (72>>>216=300%) and Hull Damage (72>>>144=200%) numbers look correct.
The Weapon Output is WAY higher than it should be though (24>>>216=900%!!) which is 9x the original damage. Based on the original number it seems like it should either be 48 or 72. Likely 72 since that comes out to a whole number multiplier.
So for some reason the Medium Beam Turrets are doing triple the damage that they should be (216 instead of 72) with this mod and 9x higher than the vanilla unmodded version.
I noticed it pretty much immediately in my new game as the medium beam turrets on my Hyperion were absolutely ANNHIHILATING the KHK ships that came nearby in my escort mission.
I really love he idea behind this mod though and want my new playthrough to be an all beam weapon run, so I hope we can get an update soon. Thanks again for making this.
For the range part. I'm using the old config, long before the update. and I may have forgotten to update it.
For the shield damage part. I'm making a miscalculation where I set the barrel amount to 2. and it mess the whole turret damage output. And i'm terribly sorry about that.
expect an update soon.
While the hull damage at 144 has +100% as described, the shield damage was given +300% damage, increasing it to 288 whereas +200% would be 216. In addition, the Weapon Output stat of the unmodded version was 24. Assuming that stat is using the shield damage, +200% would bring that to 72, but the attack speed seems to have been quadrupled, making the Weapon Output 288.
All of these changes combined would make the Beam Turret far more powerful than any other direct fire turret with the only exception being the AoE nature of Flak in certain circumstances. I was hoping for a mod that rebalanced the Beam Turrets to make them useful, not made them overpowered. The improvements listed in the description would do that. The stats listed in game far exceed that.
Example :
ext_01.cat > ext_02.cat
ext_01.dat > ext_02.dat
And then transfer my mod file into the conflicted mod folder.
This solution will opt out of my mod new update however.
Example:
"D:\SteamLibrary\steamapps\common\X4 Foundations\extensions\zbeamenhanced"
This will make my mod into last mod order and replace anything.
<add sel="//properties/damage" type="@hull">
changed it to a positive value and it appeared to resolve the issue.
https://steamcommunity.com/sharedfiles/filedetails/?id=3455532002
Change :
2 times range
2 times damage (Nerf)
DLC are now optional. (You can use it without DLC)
@Medina Can you help us?
<add sel="//properties"><damage shield="220" hull="-220" /></add>"", the mod stops working. Can you make this mod separately to increase damage by 2 times, and not by 5?
First of all. Thanks for your mod! I really like your it, but after testing it I have some problems which make it game breaking. Perhaps a slight dmg reduction would optimize the balance (like 1.5-2x at max instead of 5x for all types).
Terran beams. :D Oh boy. when you get meson streams. Terran Cadet line > just in Getsu fune when the orks raiding the station, I'm generally just a sitting duck and could do nothing as the TER force just cutting through the horde in an instant.
I've tried X catalog to remediate this problem as you've suggested, but I have to admit I'm really dumb for this and there are some values I'm not sure where they belong to if they are general values or specific ones.
( <replace sel="//damage/@value">441</replace> )
but please please please: Could you make a variant for some of us that keeps all the changes you've made, but instead of a 5x dmg mult, just keep it at 2x
Peace out :)
Userless
Do they need to be fixed?