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Was more to share my opinion and let others know who might be wanting to get into VRO. Its not for everyone but thanks for the constructive comment.
Was a.medium high tech trader for the pirate starter scenerio. I get it just takes practice and such just and maybe I had a bad fighter to even with tier 3 upgrades.
This is especially true for turrets with high damage.
Large turrets should turn so slowly that a move that in extreme close-quarters capital fights would make sense to dodge maneuvers to save while the turrets turn after you.
See this I agree with or if you want turrets that are very effective against fighters they should be dedicated anti fighters. Flaks and such which would be smaller turrets so they can track and keep up.
Larger turrets which tend to be more conditioned for large class ships should have a hard time tracking and hitting smaller targets but damn if they do hit you ya its going to hurt.
Ok then explain in detail what kind of turret it was? Because there are M towers that are point defense turrets, then there are turrets like those from the Argons, which are called rapid-fire plasma turrets. I think you are not a newbie when it comes to the X series, but it is advisable to know what turrets can do which turrets and with VRO you have to learn which turrets which faction uses, except for the Xenon (There are exceptions such as the L and XL ships)
I would also recommend you to look for other compatible VRO mods that balance a bit, there are enough of them. At the same time, you have to keep in mind that the AI in VRO is a different breed.
We will not go into geometry (calculate for yourself), but the increase in the range and speed of the projectiles led to the fact that the targets have a lower angular velocity (or while maintaining close distances, the lead distance decreases), which increased the accuracy of the turrets compared to the original game.
To compensate for the increase in accuracy of turrets, you can reduce their turn speed. Not only will this give small, fast ships a chance, but it will also increase the class specialization of the turrets, as well as make close combat maneuvering more meaningful.
For example, if your battleship is one against three opponents, it will not be possible to kill one and immediately switch to the second if the L-turrets take a very long time to deploy. It will make sense to turn the ship towards the enemy in order to speed up the guidance.
Another example, if your battleship is alone against several enemy battleships, it would make sense to go into close combat so that their large turrets do not have time to turn.
That fight with the trader (if I'm remembering it right) was tough but it was do-able. From memory I needed to cheese the hell out of the blind spots on the trader, and I was using plasma cannons because VRO gives them bonuses against turrets.
I definitely noticed that turrets got a lot more effective and M and L ships definitely got a lot tougher with VRO. I had to relearn the basics all over again. But once I got the hang of it, there was no going back.
By way of contrast, vanilla makes some things feel trivial. Once you know where the blind spots on a Xenon K are, it's kind of cheap to just jump in a well-equipped heavy fighter and just strip down the engines and turrets like it's nothing.
I'm stuck on the fence now between downgrading from VRO to play as a boron or wait for VRO to update to the latest game version.
Or if you still cant, then you're a lousy pilot lol.
install Tachi mod from Nexus if you dont like any of the fighters or if they're not available to you yet. Tachi is one of my all time favorites. VRO is one of the reasons I returned to this game after like when it was first released.
I'm stuck on the fence now between downgrading from VRO to play as a boron or wait for VRO to update to the latest game version.
We all are :) But for me ... i think the time waiting for the update will be worth it to play the boron full throttle with VRO :) This mod is such a difference maker ! :)
Totally doing the same. Finding out what changes the KE dlc and the 6.0 update have made to vanilla while waiting for VRO update.
It's often recommended that new players play X4 in vanilla to get a feel for the game before adding any mods. Better to know if a (any) mod is something each player wants use any mod.
I happen to be in total love of VRO and it's associated mods/add-ons. But I am enjoying the new look and feel of KE and 6.0
VRO although not perfect makes things way more balanced for my liking... Fighters need to be used in at least smaller groups against larger targets, but are still very lethal if you face them and don't have fighter support yourself even with bigger ships.
Weapons are accurate enough and projectile speeds are fast, but still not that fast that evasive manoeuvers are still worth it. With L to L ship combat you always take hits and it makes you consider worth / risk of the battle. And I like that L ships are actually useful outside of just being anti station siege weapons (yes when Playing Vanilla I noticed and started thinking about L ships to be just a glorified canon - because that's what they really are, because they suck against pretty much everything else in the Vanilla game).
In VRO I can take a M ship and take a fight to two xenon Ps and win, with barely any shields remaining. You can actually take 8 M combat ships and destroy Xenon K without being 2shot by it's plasma cannons Like in Vanilla and if executed properly slip out without taking much or no hull damage at all.
Of course the system is drastically changed, so it will naturally has it's own problems, but overall I can't go back without VRO. The only thing that may suck for many players is that the game is not early game focused and without heavy fighter or M personal ship you are just a fish food.
X3 titles were more capital ship focused. X4 is heavily fighter / carrier focused. VRO is for me the right amount of both where every ship class has its place and use.