Terran start difficulty spike

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dtpsprt
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Joined: Wed, 6. Nov 02, 20:31
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Re: Terran start difficulty spike

Post by dtpsprt » Sat, 1. Oct 22, 07:32

csaba wrote:
Thu, 29. Sep 22, 21:09

It was before. It's is still if you know how to get a Katana 2 minutes into the game.

But not if you start and fly your starting Kukri into the mission with the optional engine upgrade installed, you could be an ACE pilot and you will still die. A stray shot can kill that thing from a P, fully kitted it still struggles against the mission generated Xenon numbers in the next part.

Making the 3rd mission into the game more accessible is not "dumbing" down the game. It removes a brick wall that would otherwise either force a player to abandon an in progress mission in limbo until the player figures out how to come back with a better ship (making it look real stupid) or makes them rage quit.

Or you are playing a different game than I am. Since I don't see any way where you fly that ship there and destroy the 2 target Xenon Ss with the starting guns before a squad of Xenon Ms rips you apart and that pretending a Yaki raiding squad is not nearby which it is 50% of the time.
Actually those initial missions have more to do with avoiding to be killes and taking on the 2 S with your partner (who has the "Big Guns").

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