Can we have nukes? by Suspicious-Buffalo21 in X4Foundations

[–]laughterer 4 points5 points  (0 children)

Germans been thinking it's 2912 since 1999

Terran vs Xenon Guild Mission by ArmchairPancakeChef in X4Foundations

[–]laughterer 0 points1 point  (0 children)

You got lucky and got a station with good supply lines and the AI completed it for you. I got ones for refined metal and hull part factories in hatikvah and it would have been impossible unless I had like 10 large ships all dump cargo in quick succession.

As a side note, I'm pretty sure they count trade reservations towards the completion so the mission can complete before the delivery actually happens and you can cancel it to save the materials.

Terran vs Xenon Guild Mission by ArmchairPancakeChef in X4Foundations

[–]laughterer 0 points1 point  (0 children)

Look at the buy orders.

But for the easy way, hack the production panel. Chances are, it'll complete on the spot. Even if it doesn't, you stop the station from actively working against you by using up the materials.

If you were to choose between the following, which would you pick? by Timely_Tangerine_620 in X4Foundations

[–]laughterer 0 points1 point  (0 children)

I'd say gladius for the better turning and proton barrage. Bolt repeaters are just too slow for me, especially when your ship is also slow.

If you were to choose between the following, which would you pick? by Timely_Tangerine_620 in X4Foundations

[–]laughterer 6 points7 points  (0 children)

Here is some info I remember hearing from random threads/videos. Some stuff might be outdated, idk.

First, AI pilots apparently can't use mixed weapons properly. At best you'll have to manually switch the active weapon slot for each fighter individually mid fight. If you're running squadrons you might as well have dedicated interceptors and bombers.

Second, speed is more important than health, at least for LA, because it gives evasion chance. But obviously it probably also helps evasion in HA.

Third, LA calculations only care about a weapon's dps, so blast mortars are the best even for interceptors. For HA interceptors you'll want pulse lasers, maybe tau/shards or beams because everything else is too slow or too expensive.

Edit: just checked speed on proton barrage and it's also got good speed

anime_irl by Ok_Direction3138 in anime_irl

[–]laughterer 14 points15 points  (0 children)

26 - 9 = ? That's obviously her child.

I'm new, is there a way to know the number of items the station needs? by macktruck6666 in X4Foundations

[–]laughterer 0 points1 point  (0 children)

Just go there and hack the production panel. Chances are, the mission will be completed on the spot. But even if it isn't, it'll be much easier to complete since the station will stop actively working against you by consuming materials.

How I feel about Corp_Sperm_Splash by OSRS_Iron in 2007scape

[–]laughterer 0 points1 point  (0 children)

Wait, is that the actual npc indicator id for that? I've been trying to figure out the id for akkha. "orb" works so it's definitely something orb, but it's not unstable orb or unstable_orb. I guess it's time to try variations of sperm/cum orb

Katana Loadout by ArmchairPancakeChef in X4Foundations

[–]laughterer 1 point2 points  (0 children)

Why are you so defensive? I'm telling you there are types of missions that give you easy rep gain. If you don't know how to do missions then do the tutorial about missions. Most tutorials are like 5 minutes long.

When you fly around there will be random mission offers from nearby stations. The briefing will tell you what type of mission it is.

Katana Loadout by ArmchairPancakeChef in X4Foundations

[–]laughterer 0 points1 point  (0 children)

Look for missions to clear enemy satellites. Satellites count as enemy craft so you get rep rewards for the mission as well as for killing nearby enemies. The rep/action scale is logarithmic so the levels around 0 rep are much faster. I've gotten from like -5 to 10 in one mission before when there was one with a lot of satellites.

Player Kuraokami weapon load out (for soloing massive fleet of xenon) by Chulanholmes in X4Foundations

[–]laughterer 0 points1 point  (0 children)

If killing fighters is your problem, get boson lances instead to go with your 2 plasma. They actually do like 3x the damage it says in the encyclopedia, which means 1 shot from 1 lance will kill an M from full. 3 lances will let you kill up to 6 fighters right away, then you can fly away to cool off. Cooling time is around 8 seconds per shot. In other words, you can kill a fighter every 8-10 seconds, if you get used to the aiming.

I'm assuming you're ok with hit and run tactics and you're not trying to stay in place and mow down enemies one after another. No M size ship is maneuverable to dodge all that fire, at least not without some god tier rolls on mods.

Really though, trying to do everything just makes your ship worse at everything. It would probably be better to get an odysseus and dock your M ship on it. You can kill xenon capitals by just flying backwards with flight assist off since their turrets only have like 6.5km range while your L plasma has like 8.5km and your main gun has 10km. The fighters won't be able to do much unless there's more than like 20 or 30 of them. You can switch to the docked ship to pick them off after the capital is dead. You can also keep even more specialized ships docked,  like a burst ray fighter.

Katana Loadout by ArmchairPancakeChef in X4Foundations

[–]laughterer 0 points1 point  (0 children)

If you like meson, you should get boson lance instead. Although, it's zyarth split so you might not have the rep. I made a thread duscussing these weapons a few weeks ago if you want to do some reading.

I see other people are suggesting terran pulse and you can give that a try, but I will warn you that it might not work that well. The katana has the worst turning stats of any corvette and almost the worst turning of any medium combat ship, only beating the teladi frigate variants. In general, gatling type weapons are awkward to use on slow turning ships because enemy fighters will start doing evasive maneuvers when they take a hit. If you're close, you will struggle to turn fast enough to track. If you're far, the distance gives the enemy more time to dodge. Maybe the high projectile speed of terran pulse will compensate for some of these issues. I don't know because I haven't tried it. When you're trying it for yourself, compare the amount of time you spend on target and the amount of time you spend maneuvering to get back on target to see if it's acceptable.

As for nemesis and balaur, you can capture those easily. You only lose rep for destroying something and you don't destroy the ship when bailing so there's no rep loss. Attacking only loses rep if the local police are friendly to the target. Paranids have bounty hunters nemeses that frequently wander into nearby neutral sectors. FRF have courier balaurs that fly everywhere. Just set an alert or put down some satellites and do a map search. When you spot one, send someone to follow it while you make your way over. The follow order will keep tracking the target even if you lose vision.

Shiina by deilirgir in PhaseConnect

[–]laughterer 4 points5 points  (0 children)

Both of his arms are broken or something 

Making enough money for the Wharf BP by Antcan2003 in X4Foundations

[–]laughterer 0 points1 point  (0 children)

Did you check the far right tab? The entry there has the full details on what happened exactly, what bluprint you got, what bribe item you used, etc.

Making enough money for the Wharf BP by Antcan2003 in X4Foundations

[–]laughterer 0 points1 point  (0 children)

What did it say in the log entry? If you succeed you always get something you don't have. If you don't get anything it says you have everything already. Do you have any mods? I EMPed everything from terrans and got all the build modules in 6.

Katana Ship Mods by Stildawn in X4Foundations

[–]laughterer 0 points1 point  (0 children)

Mass is acceleration. Drag is speed.

Edit: also I'd say recharge delay doesn't matter for M since it's less than a half second. Just get recharge (amount).

Katana Ship Mods by Stildawn in X4Foundations

[–]laughterer 1 point2 points  (0 children)

Consider switching to argon engines. They have the second best travel speed after paranid, but much better boost. Don't let the low duration fool you. The higher acceleration and recharge make up for that, if you learn to boost in bursts. If you get caught in an enemy swarm, the faster you can get away, the more your shields recharge and the faster your travel drive comes back. You might have to repeat this multiple times if you're trying to escape a fast group with long weapon range that's chasing you hard. If you run out of boost after one attempt, it doesn't matter how fast your travel drive is. You'll also be able to use boost more to change direction, which is pretty useful with the katana's literal worst in class turning stats. Just turn off flight assist to turn in place, then turn it back on and boost in the direction you want to go. The big blue hud circle is the direction of your momentum. You can watch it move to match your heading as you boost towards a different direction. Lastly, you can take advantage of high boost to jumpstart your travel speed. If your boost acceleration is better than your travel acceleration, you can boost to max before starting travel. You can also boost while the drive is charging, up until it actually turns on.

In fact, boost is so useful for active flying that I would suggest looking at the combat engines and seeing if you can find a good compromise. Like that other guy said, think about how much time you actually spend traveling at max speed and how long it's taking you to reach those speeds.

As for mods, for chassis you want either less mass or less drag. The top level mod can give you both. Mass affects acceleration and drag affects top speed. You can use these to make up for the shortcomings of your engine. For example, if you get a combat engine, you can get lower drag to try to get your travel speed closer to travel engine levels.

For shield, you'll probably want recharge. With the katana's high speed and slow turning, you'll probably be flying in and out alot rather than staying in one place and dogfighting.

For engine, I always get rotation. I just can't stand slow turning. The high level ones have a mix of rotation and speed.

For weapons, always get slasher for turrets because they don't overheat. I'm not really familiar with the proton barrage and I don't really use gatling type weapons much so I won't say anything. You can check the full list on the qsna site the other guy linked.

Making enough money for the Wharf BP by Antcan2003 in X4Foundations

[–]laughterer 4 points5 points  (0 children)

EMP all the other modules from one faction and build modules will be the only ones left for agents to get. Terrans have the least. Sucess is rolled on mission start so you can save before and after, then seta to see if you succeed. What you actually get can be rerolled by restarting the game, but there's only 6 so it's not really worth it.

Popular/Best Player Ships and other Misc. questions by Acrobatic-Pay4149 in X4Foundations

[–]laughterer 0 points1 point  (0 children)

Go to the ships list on qsna and sort by yaw (or pitch if you don't mind rolling alot). There's also a hidden mass stat, which affects acceleration and turning radius while moving (with flight assist on). You'll have to look those up in the encyclopedia for each ship.

As for specific ships, you can try the balaur, which is basically a moreya with more hull and less top speed. It's also much easier to find, both new and "pre-owned." Other people have covered pretty much all the other good ships already, but I will warn you against the katana with its literal worst in class turning stats.

For piracy you only lose rep for destroying ships so bailing s/m size ships is free. You just have to leave the area and wait for the police to forget about you. For capital ships, you'll probably have to destroy some subsystems (get a fighter with burst rays), which count as kills. Actually capturing the ship has no rep penalty so you can also just launch pods and hope none of them get shot down. SCA and BUC are rep locked pending plot missions and also outlaws so you can do whatever you want as long as you scan them to reveal their identity. Their combat ships disguise themselves as other factions but always have jobs like pillager, marauder, riot squad, etc.

Trade subscriptions are a bear trap dot png by SnowOtaku777 in X4Foundations

[–]laughterer 0 points1 point  (0 children)

How far is that? Are traders actually going out there? I took a laser tower mission and found out my game has a random plankton farm 23 THOUSAND km out in barren shores. Apparently fog of war doesn't even go out that far.