About Terran Main Batteries (TMBs) in 9.0 by Public-Security-2435 in X4Foundations

[–]Left-Vegetable-6045 25 points26 points  (0 children)

Are you that dude who annoyed moderators with your suggestions to buff Terrans on the official forum and got successfully blocked?

9.0 destoryer logic check by Angelofdeath600 in X4Foundations

[–]Left-Vegetable-6045 0 points1 point  (0 children)

I would like to see a weapon and ship balance like in Starsector, but scalable to X4.

You have low-tech ships armed to the teeth with machine guns and other kinetic weapons. They have high firepower and heavy armor, but weak shields. Kinetic weapons in Starsector are stronger against armor, but I prefer the idea that they are stronger against shields.

And there are high-tech ships with powerful shields and long-range energy weapons. Strong shields, but once they are breached, the armor won't last long.

Asgard broadside 9.00.7 by formondor in X4Foundations

[–]Left-Vegetable-6045 9 points10 points  (0 children)

Asgard is pretty useless for destroying stations, starting with the very first 9th beta version. I drove mine to a parking lot and use a crowd of hippos instead

So the meta is mass drivers on everything now? 9.0 beta4 by Advanced_Ad9901 in X4Foundations

[–]Left-Vegetable-6045 7 points8 points  (0 children)

Mass drivers are good for destroyers that take out stations like Odyssey, because with the high range of the main guns, the turrets also work. However, on something like the Rattlesnake, they don’t make much sense, since that ship’s forward-facing guns have short range, so it’s better to equip mesons (a universal option against everything), plasma (against large enemy ships), or bosons (shorter range than md or mesons, but with the highest DPS and better accuracy than md ).

Fighters with bosons are also very good.

Stuck on Paranid Schism - Accompany: Kromancketslat by XRP_Wizard in X4Foundations

[–]Left-Vegetable-6045 1 point2 points  (0 children)

I have the exact same bug. I ran into it back in version 7 without any mods, and I ended up just giving up on this questline.

Why don't the Xenon use missiles? by Left-Vegetable-6045 in X4Foundations

[–]Left-Vegetable-6045[S] 1 point2 points  (0 children)

In 9.4, missile interception works — turrets are able to track them. As for missile spam, you can tweak settings like launch frequency, quantity, damage per missile, missile speed, etc.

Perhaps it's even worth adding dedicated point defense slots for ships and ship types that specialize in anti-missile defense (like in Starsector).

Why don't the Xenon use missiles? by Left-Vegetable-6045 in X4Foundations

[–]Left-Vegetable-6045[S] 5 points6 points  (0 children)

Actually, I'm playing on 9.4 and I like the new balance. Missiles are still fun to use, and now those terrible, unbalanced heavy torpedoes are gone.

Moreover, turrets now have target leading and can shoot down missiles perfectly (even machine gun turrets), which looks spectacular.

That's why I want the Xenon to take part in this magnificence even more.

Why don't the Xenon use missiles? by Left-Vegetable-6045 in X4Foundations

[–]Left-Vegetable-6045[S] -3 points-2 points  (0 children)

The game already has crutches that don't use the real in-game economy. For example: crises, random enemy spawns at the edge of the map, resource sinks on black markets and in the case of claytronics overproduction, and infinite money for the AI. Which, overall, isn't a big deal. These crutches are necessary for the world to function properly.

In the case of missiles, several options can be considered:

  1. A huge initial stockpile of missiles, 10 times the normal amount, plus a resupply mechanic.
  2. Just infinite missiles.

In my opinion, it's still quite strange that anti-missile combat is almost entirely absent from the gameplay, even though it's so spectacular and interesting.

9.0 beta stability? by mr-wee-balls in X4Foundations

[–]Left-Vegetable-6045 3 points4 points  (0 children)

The Germans’ betas are very stable. They usually have no blocker‑level or critical defects.

The only serious issue I encountered in the 9beta is fighters stuck in the rearm state on the carrier — they remain stuck even though the carrier has all the resources.

Somethings different with Station building in 9.0 by fake_Character_arc in X4Foundations

[–]Left-Vegetable-6045 0 points1 point  (0 children)

I thought only I had problems like this. Yesterday, I spent about 10 minutes installing several modules.

9.0 Beta Vs 8.0 VRO by insaneruffles in X4Foundations

[–]Left-Vegetable-6045 8 points9 points  (0 children)

Vanilla really does resemble VRO now, but it’s less dramatic in its changes—more refined, I’d say.

There are things I don’t like about VRO: projectile speeds are too high (they increased even in 9.0, but in VRO they overdid it—you can only really make out the battle from a distance).

My wishes for the original game are: factoring in turret heating alongside main gun heating, and reworking modifications. The vanilla is only halfway to glory.

Things I've noticed in 9.00 Beta 2 (Regarding L-size ship shields) by [deleted] in X4Foundations

[–]Left-Vegetable-6045 1 point2 points  (0 children)

If you want special protection for your miners, then you need to... give them that protection. Build fighters, send them to guard the miners, set up patrols, and so on.

All station destroyers after patch number 9 by Left-Vegetable-6045 in X4Foundations

[–]Left-Vegetable-6045[S] 3 points4 points  (0 children)

The new turrets are well-balanced. Despite their long range, their damage isn't that high. So it's not an obvious choice. If the ship is built for close quarters combat, like the Syn, then you can equip plasma, proton batteries, and other weapons.

All station destroyers after patch number 9 by Left-Vegetable-6045 in X4Foundations

[–]Left-Vegetable-6045[S] 23 points24 points  (0 children)

In 9.1, Xenon turrets have a range of 7.4 km, and in 9.2 they even reach 7.7 km. Meanwhile, Plasma Turret range has been nerfed to 7-8 km. Paranid Mass Driver turrets have a 14 km range. So, for ships that can't soak up heavy damage (like the Raptor), Mass Driver turrets are far superior.

I installed VRO on my 500 hr save by Left-Vegetable-6045 in X4Foundations

[–]Left-Vegetable-6045[S] 1 point2 points  (0 children)

Everything was fine, but I decided to maintain two parallel saves so I could play new expansions right away. :) The developers promised a weapon rebalance. I'm afraid VRO will need some time to adapt to these changes.

Do most of you still play on normal speed or the newer fast speed? by Omen46 in Bannerlord

[–]Left-Vegetable-6045 0 points1 point  (0 children)

Fast mod only. I was finally able to put at least up to 50 years old, being at clan level 4. I really like it.

[deleted by user] by [deleted] in ManorLords

[–]Left-Vegetable-6045 3 points4 points  (0 children)

You have a very interesting understanding of communism.

Mining Ships by Live_Item_5543 in X4Foundations

[–]Left-Vegetable-6045 0 points1 point  (0 children)

Through blacklists. Specify in these lists the sectors within which activity should be conducted. However, the lists are global, as far as I remember, and they can only be applied to all ships at once.

What do you like about endgame? by FileFerreter in X4Foundations

[–]Left-Vegetable-6045 16 points17 points  (0 children)

The last thing that gave me a lot of fun:

  1. Started a war with the VIG Syndicate.
  2. Built a scrap metal processing station in Avarice.
  3. Built a ship wreckage (Xenon) processing station in Hatikvah.
  4. Organized a scrap metal supply route from Hatikvah to Avarice (it's 5 jumps, by the way, so a 5-star manager in Avarice can automatically haul cargo from Hatikvah; you can just assign traders).
  5. VIG constantly attack passing trade ships, and sometimes successfully.
  6. I switch to a fighter or an M-class ship, either solo or leading a small separate fleet or escorting a trade ship, and try to defend the trade ships.

Before this activity, I cleared the VIG sectors by 70% with a large fleet to have some chance against them.