X4: Foundations

X4: Foundations

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Missiles Reworked
   
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16 Mar, 2022 @ 3:59pm
17 Mar, 2022 @ 3:14am
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Missiles Reworked

In 1 collection by Agress0r
X4 Foundations | Agress0r's Collection
19 items
Description
About modification
❗️ I've finished translating, mostly using google translate, but of course with some serious edits. If something is displayed incorrectly, be sure to report it! ❗️

I am an average enjoyer of missile cruisers in X3AP, and I am very disappointed with the state of torpedoes and missiles in X4, so it was decided to spend a couple of days and figure out from scratch how to code, maniplulate and edit values. But the result itself you can see and evaluate in the game yourself!

Changes in modification
💠Some names of missiles and torpedoes have been changed - this was done in order to highlight those torpedoes and missiles that were affected by the changes from the list
  • Cluster Missiles became Flail Barrage Missile

    The easy variant is named "Mace"
    The heavy version has the name "Cyclone"


  • Cluster rockets also got names

    The easy variant is named "Shadow"
    The heavy variant is named "Tomahawk"


  • Self-guided missiles also got names

    The easy variant is named "Banshee"
    The heavy variant is named "Ghost"


  • Torpedoes are the last on the list

    The light variant is named "Hammer"
    The heavy variant is named "Phantom"
🚀The following characteristics of the missiles and torpedoes described above have also been seriously changed

Cluster missiles, they are Flail Barrage Missile now
💠Mace missile
  • Contains 8 missiles, each of the missiles carries a power equal to 637 MJ
  • Rocket reload time is 7 seconds, missile lifespan is 50 seconds, maximum distance is 12KM
  • Significantly increased speed and maneuverability
  • The average price for a pack of 8 rockets has been increased from 1138 to 18439
  • The missile lost the feature of launching "Swarm" because it had a very negative effect on its effectiveness

💠Cyclone barrage missile
  • Contains 8 missiles, each of the missiles carries a power equal to 1150 MJ
  • Missile reload time is 9 seconds, missile lifespan is 68 seconds, maximum distance is 16.8KM
  • Significantly increased speed and maneuverability
  • The average price for a pack of 8 rockets has been increased from 2275 to 14000
  • The missile lost the feature of launching "Swarm" because it had a very negative effect on its effectiveness

Self-guided missiles
💠Banshee homing missile
  • Contains 1 rocket with a power of 4350 MJ.
  • Rocket reload time is 4 seconds, missile lifespan is 35 seconds, maximum distance is 10KM
  • Significantly increased speed and maneuverability
  • The average price per rocket has been increased from 1425 to 10106

💠Ghost homing missile
  • Contains 1 rocket with a power of 8950 MJ.
  • Rocket reload time is 7 seconds, missile lifespan is 60 seconds, maximum range is 14.7KM
  • Significantly increased speed and maneuverability
  • The average price per rocket has been increased from 2900 to 11321

Cluster Missiles
💠Shadow Cluster Rocket
  • Contains 1 rocket with a power of 45000 MJ.
  • Rocket reload time is 13 seconds, missile lifespan is 120 seconds, maximum distance is 33KM
  • Slightly increased speed and maneuverability
  • The average price per rocket has been increased from 800 to 58116

💠Tomahawk Cluster Missile
  • Contains 1 rocket with a power of 95000 MJ.
  • Rocket reload time is 25 seconds, missile lifespan is 150 seconds, maximum range is 49.5KM
  • Slightly increased speed and maneuverability
  • The average price per rocket has been increased from 1800 to 81221

Torpedoes
💠Hammer torpedo
  • Contains 1 torpedo with a power of 17250 MJ.
  • Torpedo reload time is 15 seconds, torpedo lifespan is 95 seconds, maximum range is 35KM
  • Significantly increased speed and maneuverability
  • The average price per torpedo has been increased from 4613 to 30704

💠Phantom torpedo
  • Contains 1 torpedo with a power of 23500 MJ.
  • Torpedo reload time is 15 seconds, torpedo lifespan is 188 seconds, maximum range is 49KM
  • Significantly increased speed and maneuverability
  • The average price per torpedo has been increased from 20633 to 39049
Popular Discussions View All (2)
1
29 Apr, 2022 @ 3:55am
PINNED: Feedback & Suggestions | Отзывы и предложения
Agress0r
0
21 Mar, 2022 @ 3:15am
PINNED: Bugs & Problems | Баги и проблемы
Agress0r
38 Comments
Durandal 1 Jul, 2023 @ 6:21pm 
Not to mention the guided ones are guaranteed to hit no matter what unless the enemy goes into Drive-Mode and speeds away. Which just isn't a thing due to drive-charge times.
Durandal 1 Jul, 2023 @ 6:20pm 
I like this mod. But there is no counter-play VS these missiles.
They don't seem to be able to be shot-down/Flared. So the moment an enemy has Cluster missiles, say goodbye to whichever Destroyer is being hit by 4 clusters at a time. Damage is too high compared to their cost to craft. (not Buy). You could literally lower their damage to half of what it is now and it'd still be extremely powerful from a missile standpoint since it costs almost nothing to build them.
aladinaleks 10 Apr, 2023 @ 3:08am 
Скорее всего мозг зависит от звездности экипажа . Попробуй пятизвездочных посадить на торпедники.
Anatera[Rus] 9 Apr, 2023 @ 4:40pm 
Есть где то мод на интеллект торпедоносцев?
больно смотреть как 8 торпедоносцев что с залпа сбили бы K, 50% убилось при наводке, остальные кое как с 1 из 5 выпустили торпеду и кое как убили его(1 ещё умер)
это не говоря про выбор торпед(1 торпеда, всего 1... но сами выставить не могут(первую 8 переодевал как и всех ракетчиков почти у хищьника...)
это все без мода, так как сам стреляю только с Астрида(у него лапки, поржал что он "торговый", ага не может быть наёмником...) и Асгарда(ОН ЛАПА)
Elder Drake 20 Aug, 2022 @ 11:02pm 
Just a thought but would not torpedoes have a larger damage output than missiles? Older gamer but I remember the Wing Commander games (the movie depicts this well) and torpedoes were Cap ship killers, somewhat like the expanse used them.
hurepoix 24 May, 2022 @ 2:12pm 
Torpedoes seems faster than light missiles (and equal dps) in your mods. From a technical point of view, why not. Some reserves from a balance point of view.
Overall, my feeling is we exchange an excessive situation (too low missiles efficiency at vanilla) for an other excessive one, but inversed, at missiles reworked.
Luckxy 9 May, 2022 @ 5:43am 
If missiles are getting stronger, do other weapons need to be rebalanced?
Heretic [AUT] 17 Apr, 2022 @ 7:13pm 
..."Easy"? Do you mean "Light"?
Since the conterpart is "Heavy"... ?
Because "Easy" means "simple" in opposition to "Hard" or "Difficult".
Damnselves 7 Apr, 2022 @ 8:25am 
missiles work perfectly now after i unsubscribed all the mods and then re-subscribed them, this mod is great btw, finnally missiles become the way they should be
Damnselves 1 Apr, 2022 @ 9:01am 
seems that lockrange needs to be enhanced, missiles of this mod carried by turrets on L/XL vessels wont be launched until vessels get close enough to enemies, though they'll be launched while vessels distancing enemies right after getting close enough (because the missiles have aquired targets?)