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Just basic information would be ok too like "Hard hitter, slow fire, medium projectile speed" just a small description, i dont need to know the hard numbers, they can confuse fast anyway
I plan to update encylopedia with this info in future, but currently there are more critical things.
For now, here is a list, note that weapons also have range, damage/heat, accuracy etc that are not diplayed here, so higher DPS does not mean better gun.
Name - DPSvsShielded - DPSvsHull
Ion Cannon - 221 - 63
Arc Discharger - 315 - 105
Chain Gun - 188- 188
Autocannon - 248 - 184
Blaster - 168 - 168
Burst Cannon - 218 - 218
Plasma Gun - 324 - 264
Plasma Burster - 336 - 280
Scatter Gun - 180 - 180
Heavy Scatter Gun - 280 - 240
Xenon Laser Gun - 200 - 200
Heavy Ion Cannon - 625 - 188 - more damage \ heat
Heavy Arc Discharger - 672 - 224 - more damage \ heat
Avenger Autocannon - 516 - 516
Reaper Cannon - 627 - 491
Fusion Blaster - 551 - 494
Fusion Repeater - 600 - 538
Plasma Cannon - 720 - 600
Plasma Incinirator - 783 - 567
Storm Cannon - 630 - 540
Demolisher Cannon - 708 - 600
Xenon Heavy Burster - 563 - 463
KINETIC ARTILLERY - 1500 - 975 - destroyet guns
Cyclone Turret - 143 - 143
CIWS - 300 - 300
Hunter Cannon Turret - 341 - 284
Plasma Turret - 552 - 440
Scatter Turret - 424 - 400
Xennon Repeater Turret - 457 - 343
Heavy Lance Turret - 1240 - 1000
Fusion Ray Turret - 1833 - 1333
Annihilator Turret - 2286 - 1714
Beam weapons that do not have constant DPS, as they are beams, damage was tested in-game, i did not foud general rile for them to calculate
Xenon Obliterator Turret
Pulse Beamer
Beamer
Cyclone Beamer
Lancer
I just had a Xenon Invasion in Paranid-Sector and like 5K's and 2 I's got destroyed by a single paranid station. Do you think thad has something to do with this mod? Or is this normal also in Vanilla-X4?
Was oos the whole time.
Some Feedback:
While the battles with L and XL ships are much more fun now, my M-sized and S-sized ships have gotten quite useless. While fighting Xenon ships (P and smaller), I have a hard time getting any small weapon to do relevant damage. Beam-Weapons don't even do enough damage to take down a Xenon N or M (with 2 hardpoints, the weapons overheat before the N dies even though that takes a really long time). Flying it yourself is just not fun because the weapons either don't do damage or you spend more time waiting for the weapon to be ready than to fire. And the M-sized ships are so unmaneuverable that you can only really use the turrets.
So I ended up selling all Nemesis I had, equipping all turrets with hunter turrets and all hardpoints with plasma stuff. That way if my ships are going to hit something, they have at least a chance to kill. (Not that much variety left :/ )
Another sad thing is that with those weak fighter weapons, taking out turrets of large ships (like Xenon K) is nearly impossible. Previously, I enjoyed a lot diving kamikaze to the surface of a K and taking out some turrets to help my fleet killing that thing - either with an Eklipse or a Nemesis.
To make S-sized and M-sized ships useful again, the small/medium weapons would need to do way more hull-damage, non-burst weapons should overhead less quickly and the maneuverability shouldn't be nerved that hard IMO.
Hi, thanks for the feedback. One of the pillars of the rebalnce was making L and XL ships as real power in your fleet, while S and M ships as support. SO L ships prices were increased up to 50% in some cases while S and M ships remain the same, try to bring more moscuite fleet to the combat.
Please note that in upcomig build heat generation was reduced so weapons can dish more damage before overhat (especially M weapons). Some DPS tweaks were also done to make weapons more relevant. Remeber, that S weapons are bad against L targets, that is by design. (except plsama) Also, L turrets are more durable to make L vs L ships more interesting, problem is not in S weapon damage, their health was basically doubled or even tripled.
I will not revert maneuvarability nerf, as I hate when its high.
Please, when 2.5 X4 and 1.6 VRO will drop test again your issues, some of them may be already fixed, ill take a look after that once again, especially small weapons DPS.
Me too. Nobody should fly a Nemesis in X4 like a Nova in X3 ;) It just needs more impact then (more durability or more dps) to have raison d'être.
> Please, when 2.5 X4 and 1.6 VRO will drop test again your issues, some of them may be already fixed, ill take a look after that once again, especially small weapons DPS.
Sure, thanks for the continuous work.
Btw.: is there a way to include rebalance for XL weapons of other mods (like Ossian raiders) in VRO 1.6? Thinking of a scaled annihilator with more damage but huge cooldown. I cloud provide a xml patch file if that helps ..
Edit:
> problem is not in S weapon damage
I just calculated the dps of all weapons and s damage even decreased for some s weapons. If we take a look at the damage till the weapons overheat, we get those values:
- s beam mk2: 3k (in 42s) vs 7k (63s) vanilla
- s beam mk1: 6k (in 83s) vs 7k (91s) vanilla
- s laser mk2: 4k (in 18s) vs 17k (101s) vanilla
- s laser mk1: 6k (in 35s) vs 10k (115s) vanilla
With xenon s fighters between 6k and 10k hull, you need a lot of fighters to get any one down ;)
I agree with all of these comments!
Also, personally I would love to see boost get brought back for fighters.
Thanks for the mod!
As for boost - it will never happen, this is one of the corner stones of the mod, boost cannot be used with any kind of intelligent by AI.
Any anomaly can be entered without boost, you just need around a 1-1.5 km in travel mod to gain enough speed.
1)Пересмотреть систему ценообразования оружия. Сделать его так же, разным и интересным. Мод оружейный, очень качественный, а аспект цены оружия, в глобальном смысле очень важен (попробуйте заказывать флотилии и вы уведите на сколько важна цена орудия , она может достигать 30% или 40% от стоимости голого истребителя!!!, поэтому я считаю что надо внимательно изучить данный вопрос).
2) Пересмотреть скорости снарядов. В частности у МК 2 (ионки для истребителей S), там 6к! и дамаг большой. Смысл от тех же скоростных миниганов (МК1) теряеться. ( хотя мне нравятся особенно звук :D)
3) Дробовики. На фоне другого оружия мода, они...теряются из за...ненадобности. Нет какой то изюменки ( теже ионки МК 2 с разбросам пуль и щиты эффективней сбивают и снаряды быстрей летят и дамаг в принцепе хороший). Нужно пересмотреть концепцию. К примеру сделать его стреляющий очередью. Или один мощный выстрел с долгой перезарядкой ( но именно мощный, что бы жахнул так жахнул , минус щиты сразу и хп процентов 10-12%). Или сделать МК 1 скорострельным МК 2 однозарядным монстром.
4) Послать нахер тех кто против отсутсвия буста и не может залететь в анамалию...( серьёздно это вообще о чём разговор ? :D).
5) Лазеры. Увеличить у них урон. Особенно у Пульсирующих. Если 1 лазер стоит , он почти ничего не сносит. Особенно учитывая аналоги из той же категории. (Да я понемаю что он очень точный и быстрый, но хотя бы чуть чуть.)
p.s более потробно с цифрами я сделаю попозже пост. Особенно сокрости снарядов.