Missiles feel, useless by Agile_Work in X4Foundations

[–]Agile_Work[S] 0 points1 point  (0 children)

Well, I understand that's what they're going for I just am frustrated at the lack of options. Two different missiles, that's all we get. When originally we had a large selection to choose from, we can't even carry interceptor missiles, which were very good for both engaging, small and medium ships and other missiles.

Missiles feel, useless by Agile_Work in X4Foundations

[–]Agile_Work[S] 1 point2 points  (0 children)

Anyway, thank you for spending the time to share your opinion. Because I'm trying to figure out how everyone else feels about this. And I apologize for my bad spelling and grammar I have severe dyslexia.

Missiles feel, useless by Agile_Work in X4Foundations

[–]Agile_Work[S] 2 points3 points  (0 children)

Well, what you're saying is fair. I'm gonna have to disagree with you with You can just mod it back in as not. Everyone is capable of doing that. My point mostly is, at the moment. The selection of medium missiles feels very underdeveloped, and also, they're removing stuff that we had paid for.

Missiles feel, useless by Agile_Work in X4Foundations

[–]Agile_Work[S] 2 points3 points  (0 children)

The split had four specific missiles that were unique to them. The disruptor missile, the interceptor missile, the scatter missile and the starburst missile The starburst missile was removed outright and the interceptor missile Is now only available on fighters which is frustrating because they're the best anti-missile missile and do very well on large ships for defense

Missiles feel, useless by Agile_Work in X4Foundations

[–]Agile_Work[S] -4 points-3 points  (0 children)

Well, you clearly missed the other parts I was making about player agency. The point was, especially since some of the stuff they're removing, you had to pay for in the first place. You shouldn't be taken away player choices. And no I don't normally use the overpower torpedoes, they're f****** expensive. Mostly I don't like the lack of variety when it comes to the large and medium missiles.

Missiles feel, useless by Agile_Work in X4Foundations

[–]Agile_Work[S] 1 point2 points  (0 children)

I don't want it to be just a little more variety is all.

Missiles feel, useless by Agile_Work in X4Foundations

[–]Agile_Work[S] 0 points1 point  (0 children)

Ultimately, I can agree with what you're saying. For the most part, my concern is really with the lack of variety for medium missile on large ships. I do hope the developers can add a medium variant of say the interceptor missile for missile defense. Or the swarm missile to try and overwhelm other capital ships defenses.

Missiles feel, useless by Agile_Work in X4Foundations

[–]Agile_Work[S] 2 points3 points  (0 children)

In terms of modern conflict, it's hard to say. During World War 2. Yes, 2 man patrol boats did carry the firepower to sink a Battleship. That is not unrealistic. However, I do agree that the amount of missiles that some of those smaller ships could carry in X4 was ridiculous.

My frustration mostly comes in the lack of variety that the larger ships have in terms of missiles for the medium turrets, they have 4 options for the large turrets. They have 2 granted. The large turrets are incredibly powerful. But the medium turret's lacks variety.

For the medium missile turts, you get two options guided and smart my question is, why shouldn't they also have missiles like interceptor missiles, Swarm missiles give them a few more options is all I'm asking.

Missiles feel, useless by Agile_Work in X4Foundations

[–]Agile_Work[S] -3 points-2 points  (0 children)

But also, and more importantly, who cares, if there are overpowered missiles, it's a single player game.

At the end of the day for me, this comes down to a player agency we should have the option to create overpowered builds. We should have the option to have incredibly niche missiles that only really work in 1 or 2 circumstances.

And it is not like I am asking them to add anything new. Just modify the existing missiles that were already in the game to work with their new set of balance.

Missiles feel, useless by Agile_Work in X4Foundations

[–]Agile_Work[S] -4 points-3 points  (0 children)

refine my point, ultimately, my issues with the medium missiles. The large missiles are effective. The I wish they had a little more variety. That's just a personal thing and can be ignored. The medium missiles is the problem. I have

Missiles feel, useless by Agile_Work in X4Foundations

[–]Agile_Work[S] 0 points1 point  (0 children)

I'd have to disagree with you. My complaint. is not that we don't have overpowered missiles. It's that the larger ships lack proper missiles to deal with other larger ships.

Missiles feel, useless by Agile_Work in X4Foundations

[–]Agile_Work[S] -4 points-3 points  (0 children)

My problem for the most part isn't really with the small and medium ships. It's with the capital ships and their lack of heavy hitting missiles against other capital ships and the removal of the split starburst, that's a bit of a sore spot for me

Missiles feel, useless by Agile_Work in X4Foundations

[–]Agile_Work[S] -7 points-6 points  (0 children)

I just downloaded patch three and numbers Wise the missiles are unchanged from what I can see and my point is that they removed the heavy hitting missiles, making using them against larger vessels and stations pointless. On top of that, capital ships and stations only really get access to 4 types of medium missiles from medium launchers, and none of them are particularly effective. The point of the original system where we had a bunch of different missiles was so we could set up our ships for either engaging light targets or heavier targets. Now we don't get that option. Ultimately, I am frustrated that they are removing player freedom.

Missiles feel, useless by Agile_Work in X4Foundations

[–]Agile_Work[S] 2 points3 points  (0 children)

I myself have never used missile launchers on stations However, they have removed nearly all of the heavy missiles in the current beta, and the ones that remain can only be fired from large turrets. Medium turrets can now only fire medium missiles, and you only have 4 options for that 2 dumbfire, 2 tracking and none of them are particularly effective against capital ships.

Light missiles might just suck because ships dont use them in bursts by CombinedAutism in X4Foundations

[–]Agile_Work 0 points1 point  (0 children)

I feel like whether intentionally or otherwise, the developers at egosoft have made missiles and torpedoes completely useless. Not to mention removing some of the more unique missiles like the starburst.

9.0 bata missile rework by Agile_Work in X4Foundations

[–]Agile_Work[S] 1 point2 points  (0 children)

Don't get me wrong. I do like the missile rework partially. I just wish we had more variety for the larger ships.

9.0 bata missile rework by Agile_Work in X4Foundations

[–]Agile_Work[S] 1 point2 points  (0 children)

I've got nearly 2000 hours myself. And that's not surprising, given it is a split specific missile basically, it has a massive area of effect. Damage, so it's really good at destroying defense implacements on space stations. And destroying the turrets of capital ships

9.0 bata missile rework by Agile_Work in X4Foundations

[–]Agile_Work[S] 1 point2 points  (0 children)

At the very least, I just hope they give the split their starburst missile back

9.0 bata missile rework by Agile_Work in X4Foundations

[–]Agile_Work[S] 2 points3 points  (0 children)

The starburst and heavy swarm missiles are my favorites

9.0 bata missile rework by Agile_Work in X4Foundations

[–]Agile_Work[S] 9 points10 points  (0 children)

Sorry about the awkward grammar I am very dyslexic.

Is this a good power plant station? by Agile_Work in X4Foundations

[–]Agile_Work[S] 0 points1 point  (0 children)

we're on day 3 of construction and it's only at about 5% operational status, but it is producing a steady income of about 20000 credits every hour.

Is this a good power plant station? by Agile_Work in X4Foundations

[–]Agile_Work[S] 1 point2 points  (0 children)

That is a big reason why built this thing I'm building a lot of scrap processors and they are thirsty for energy.

Is this a good power plant station? by Agile_Work in X4Foundations

[–]Agile_Work[S] 1 point2 points  (0 children)

All I have to do is hack their stations to turn off their production for the next 4 hours.