Xenon are way too strong.

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jambock
Posts: 38
Joined: Wed, 4. May 11, 02:05
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Re: Xenon are way too strong.

Post by jambock » Mon, 15. May 23, 17:56

Pesanur wrote:
Sun, 14. May 23, 22:32
Scoob wrote:
Sun, 14. May 23, 18:52
jambock wrote:
Sun, 14. May 23, 17:42
Yes; that's true; i use the turrets of the Asgard basically to AA fire; the main fixed canon can one shot any ship in game including I, just don't miss because it have a enormous cooling time and you can not survive for another shot depending of the situation. But in AI hands it is bad as any other L/XL combat ship.
Hmm, I might reload my v6.0 vanilla game and check again, though it certainly was no where near as effective for me. Regular Capital ships, pretty good, but it simply wasn't anywhere near enough to one-shot a Xenon I. Do you think it is a range thing and it would have been more effective closer?
You need to mod it main weapon. With the Annihilator excepcional mod, I'm get the Damage +15,27% and Weapon Cooling +24,95%. More that enough to single shoot an I and to get the weapon ready to fire again in it K escorts
Basically this ^^^^ Exceptional mods gives 2 or 3 stats bonus, just choose wisely.

humility925
Posts: 1416
Joined: Tue, 11. May 04, 20:34
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Re: Xenon are way too strong.

Post by humility925 » Tue, 16. May 23, 05:50

It's very hard to get Exceptional mods like weapon and shield but I know where to farming ship/hull Exceptional mods but not those weapon and shield, I don't know where or how farming, but some said it's trade/war guild but that is almost rare, too much work to trying find and check out sector system offer that, again and again, most reward was paint ship or bad reward that not worth my time.

I prefer old way, where I set auto ship collect loot from xenon battle where I got lot of all kind of exceptional, it's much easier and make game more fun that way, but that is all gone and xenon only offer loot basic, no exceptional mod of any kind, now it's only hull exceptional from Duke's Buccaneers, I can't find way to do permanent farming even that, I had to keep drop sat time to time, very annyoing. I just like way before they try nerfed gameplay, it's was fun for me, now fun is nerfed. Very frustrating, do not fix what is not broken!, It's was all fine and good till no more.

So currently I don't know what best way auto farming collect those exceptional mod, since I was too busy to manage empire and do other stuff in the game already, eat up time basic. They should not do that.
Had a compassionate when you able... :)

TKz
Posts: 147
Joined: Sun, 22. Sep 13, 11:48
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Re: Xenon are way too strong.

Post by TKz » Tue, 16. May 23, 14:34

True, exceptional weapon mods are hard to get.
Thing is, you don't need that for the Asgard to be absolutely OP in player hands. Without mods, instead of one-shotting an I, you will two-shot it ...

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Pesanur
Posts: 1908
Joined: Sat, 5. Jan 08, 22:06
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Re: Xenon are way too strong.

Post by Pesanur » Tue, 16. May 23, 18:26

humility925 wrote:
Tue, 16. May 23, 05:50
It's very hard to get Exceptional mods like weapon and shield but I know where to farming ship/hull Exceptional mods but not those weapon and shield, I don't know where or how farming, but some said it's trade/war guild but that is almost rare, too much work to trying find and check out sector system offer that, again and again, most reward was paint ship or bad reward that not worth my time.

I prefer old way, where I set auto ship collect loot from xenon battle where I got lot of all kind of exceptional, it's much easier and make game more fun that way, but that is all gone and xenon only offer loot basic, no exceptional mod of any kind, now it's only hull exceptional from Duke's Buccaneers, I can't find way to do permanent farming even that, I had to keep drop sat time to time, very annyoing. I just like way before they try nerfed gameplay, it's was fun for me, now fun is nerfed. Very frustrating, do not fix what is not broken!, It's was all fine and good till no more.

So currently I don't know what best way auto farming collect those exceptional mod, since I was too busy to manage empire and do other stuff in the game already, eat up time basic. They should not do that.
You need to look for war missions that ask to destroy an enemy station. Sometimes the reward is an excepcional weapon mod.

photomankc
Posts: 232
Joined: Wed, 16. Jul 14, 15:01

Re: Xenon are way too strong.

Post by photomankc » Mon, 5. Jun 23, 22:03

I've never really had a game start where the Xenon are just manhandled by the factions on their own. Back in the 1.0 days it was a given that Teladi space was lost. I was always lost long before I had resources to help and once I could was bugged so that it never returned. Hatikva was always a slaughterhouse too and generally a meat grinder. In fact the one time I just 'let it do it's thing' as often advised the game was dead in short order. I always seem to end up with a very aggressive Xenon seed.

I've been away for a long time and now running a 6.0 game start. Wanted to look into the Split missions but their space was just a complete loss. Everything was getting beat on from 4 hours onward. It was very quick and none of their economy was viable. Too many stations rebuilding constantly. That was also the situation for ANT. You could not look away 5 minutes before the next 2 K's were there. Really started being unable to get any ships from anyone which his where I always seem to be in a game start. Once I have 2 nickels to rub together nothing is getting built anywhere.

I was about to abandon it but my Advanced Electronics factory finally completed and brought in the creditssss after a few hours stocking it up. I was able to snatch a weak destroyer and here is where the Xenon are wrong... With "My Little Hatchet" I was able to pop into Xenon space and start killing the K's and I's off to clear out the pressure in a couple places. Once you have a single destroyer in hand they are doomed. This is not enough to save the universe but it feeds into my comments coming. From there I used the HOP GOP war to steal several more destroyers. So far I have finally wiped them out from the Split ZYA and FRF space so they can recover and do something other than build stations. Did the same for ANT and they are now expanding. Sadly for ZYA the Argon were really insulated and now that K's and I's are not ravaging everything the Argon are AGGRESSIVELY tearing them a new one. I have thrown my hands up and decided the FRF are going to be my focus in the Split story.

I know some will say 'so see, it's fine' and sure I was able to settle things down a bit but didn't really enjoy the week of being the little dutch boy at the dikes.



What I would really like to see is the Xenon a bit more focused on conquest of 'the next sector' rather than just spreading out to beat on everything everywhere. This gives the early game and early mid game a bit of breathing room while Xenon sort of consume the edges so that I can enjoy some of the initial time just being a dude flying my spaceship. As soon as you start needing to have a few miners and traders the Xenon running everywhere make it pretty un-fun to have M ships because they are EVERYWHERE or they always have been for me. Important locations seem to be gone or severely under threat before I'm in a position where losing 2M is not a serious serious problem. There is almost no good place to operate. That should also mean pulling them back a bit from the highway with the DLCs in now. Maybe a decent number of hours between each new sector being 'cleansed of non-Xenon" to. Grab that next sector and strongly reinforce it before going after the next one.

I'd also like them to be a bit tougher. Extend the range to 6KM so they can at least potentially bloody a nose in a fight. I definitely see that being more concerning too when you are facing 2 or 3 since keeping distance on all of them at once is a a real challenge even now but it's still too easy at present.

Have them be a bit more defense minded. So that they don't fly out to be smashed 1 by 1 when attacking the starter Xenon sectors but gather and stay close to important stations. That would make steam-rolling them out a lot tougher. Many times when fighting at their defense stations I can meet them 15 KM away and they just let me do it. Instead use the station as help and try to draw me in instead. I sure do it to them. While clearing Matrix #9 I got 6Ks and an I to follow me out through the gate and straight to a FRF defense station. I could not take them all down solo but the station helped me shred them. They should do the same and make it much more difficult to take on their core sectors meaning they have a reasonable home-base to stay in the game that's not easy for the player to wipe out. I've experienced it when it came by accident 2Ks near a defense station right at the gate. Getting out of that had me biting my fingernails. It was going well till I drifted into a defense platform's range.

Last some system to prevent them from ever being fully eradicated. A bit like the Kah'ak. Every now and then an army crosses in and boot-straps a presence in a sector that simply does not allow for the player or factions to build in. Gives the late game a way to have the Xenon re-emerge if they are interested in letting that happen.

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