X4: Foundations

X4: Foundations

Variety and Rebalance Overhaul
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shuulleech  [developer] 30 Mar, 2019 @ 5:40am
Feedback thread
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Showing 1-15 of 98 comments
FLupp1 1 Apr, 2019 @ 10:12am 
just a question, you sayd the weapons in the in game wiki arent reliable, where can i find informations about the weapons? hard to decide wich one to use if you are not shure what they are doing now. :)
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
Last edited by FLupp1; 1 Apr, 2019 @ 10:19am
shuulleech  [developer] 1 Apr, 2019 @ 12:18pm 
Yes, Hard numbers can not give full picture as a lot of weapon efficiency depends on it behaviour and requires testing in game.
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
phrozen1 4 Apr, 2019 @ 1:50am 
Thanks for the Mod! Great Work!
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.
shuulleech  [developer] 4 Apr, 2019 @ 4:03am 
hmmm, i did not test defense stations in OOS. OOS in general is preatty much broken in the game IMO, there is nothing I can really do about it. Are you sure there were no other ships to help the satation? Also, can you check what loadout sttion has?
phrozen1 4 Apr, 2019 @ 8:50am 
It was not a defence station but some High-Tech-Complex. Yes i'm sure there was no other ship. Was looking if the Paranid would react to that huge attack from the xenon but they did nothing at all ;)
Trashguru 17 May, 2019 @ 8:07am 
Thanks for the mod. Especially the weapon range increase finally makes fleet battles enjoyable and the effects are just great.

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.
shuulleech  [developer] 18 May, 2019 @ 6:51am 
Originally posted by Trashguru:

Some Feedback:

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.

Last edited by shuulleech; 18 May, 2019 @ 6:52am
Trashguru 19 May, 2019 @ 2:01am 
> I will not revert maneuvarability nerf, as I hate when its high.

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 ;)
Last edited by Trashguru; 19 May, 2019 @ 3:54pm
Multox 30 May, 2019 @ 8:58pm 
Originally posted by Trashguru:
Thanks for the mod. Especially the weapon range increase finally makes fleet battles enjoyable and the effects are just great.

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.

I agree with all of these comments!

Also, personally I would love to see boost get brought back for fighters.

Thanks for the mod!
shuulleech  [developer] 31 May, 2019 @ 2:31am 
Thanks for the feedback, I did increase s and M weapon DPS and heat management, though not as drastically as proposed, you still should feel an improvement in this regard with 1.6.
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.
Dude 5 Jun, 2019 @ 4:31am 
I think S weapons on fighters do need a buff (or do the Xenon have to much HP in your mod?). Since it takes too long to take down enemies. That make fights against more than two of them almost impossible.
Ghrathryn 1 Jul, 2019 @ 1:34pm 
@shuulleech: Something you might want to be aware of with your mod removing the boost capability. Transport anomolies become unusable, which means that you have to have the mod inactive in order to complete the first part of the HQ mission chain, namely the mission when you encounter the Boron and he asks you to fly through an anomoly he found that takes you to the asteroids near the HQ station.
shuulleech  [developer] 1 Jul, 2019 @ 1:43pm 
Hi, disabling boost is one of the mods pillars.
Any anomaly can be entered without boost, you just need around a 1-1.5 km in travel mod to gain enough speed.
Last edited by shuulleech; 1 Jul, 2019 @ 1:43pm
Ghrathryn 1 Jul, 2019 @ 1:57pm 
Might want to just tag that in the description so people know that anomolies are still viable without boosting into them, since if one person hits that, others likely will. I'll admit, I kinda prefer the boost being inactive, since it burns shields (why the hell would you want to run away and drain your shields worse?), if it had burned weapon energy that would've been different but my previous post was more a heads up on something I encountered on a first run with your mod.
Farseer 1 Aug, 2019 @ 1:41am 
Собственно я предлагаю.
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.
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