You're very welcome! I noticed that too. I had to piece together what I know from experience, Wiki articles, and snippets I've overheard from others. There doesn't seem to be any real compilation of knowledge for this game. It's a fantastic game, but very in depth and that can definitely work as a barrier to entry for new players.
If you turn your ship left and right like a boat just use the allrounder thrusters for yaw. If you use combat thrusters you need to roll and turn your nose up (pitch).
I assumed this was a channel with tens of thousands of subs...363?! That's criminal, man. You're well spoken and do a thorough job of explaining an all-too-complex (in a good way) game. Thank you for this!
Thank you for the feedback! I'm glad it was helpful. It is a little long, I'll admit, but with all of the nested intricate systems involved, leaving something out can confuse more than help. Like you said, it IS X4. Totally worth it once you get it figured out, though!
Great video!! Im definitely going to use the bate idea 3000+ hours in game and never thought of that. Tip i just found out about recently is that when you mod if you do it at your own shipyard cost you nothing, not tried it myself yet but I will when i get home in two weeks, love this game im always learning something new or getting good ideas from watching other gsmers. Keep up the good work
Awesome! I'm glad it helped! The uses of all of the fleet options seems to be the most obfuscated part. Although coming from games like Freelancer and Privateer 2, the lancing combat mechanic took a bit to nail down as well. I was too used to dogfighting.
@@cykotich I noticed you reduced the protection area at 34.57 from 40km to 10km. Although you're right about a better response to get the defence station doing its job, you have to be careful not to overcrowd it with your own ships when you're in sector [especially the L/XL] as they will suffer from friendly damage coming from stations large turrets. They are too slow to get out of the way of a wave of plasma bolts. I made that costly mistake and lost a fully loaded carrier & 2 destroyers. I rather prefer to use large groups of laser towers, blocking the gate, to initiate the response of the defence station. Actually it is very effective to stop any wave of s/m ships & even stop L/XL ships giving the defence station a better chance to eradicate them. SETA is great to overcome waiting times, but also has the disadvantage that you may be too late to respond accurately to a sudden event. For fleet options, I found "mimic commander" [e.g. leading a larger group of destroyers] to be very ineffective as somehow the response time is way too slow?
In the beta they've included a "Reduce game speed" feature which can be hotkeyed. You can set it to 50 or 25% (maybe other levels too not sure). Fights in 25% can be kinda fun. Helps to reveal how the AI "cheats" (meaning they perform maneuvers and changes to propulsion that a typical player without an actual starship interface is going to find very difficult to achieve).
That is the hardest balancing act in any kind of game design. To make an enemy that is simultaneously challenging without making them impossible. It would've been nice to keep that functionality, though. For analysis if nothing else!
30:00 -- THANK YOU!!! I have never found an explanation of what the bombardment vs. interception orders actually meant. That makes SO MUCH SENSE now that I hear it explained. Sigh... Love this game, but the doc around some of its more advanced features drives me nuts, where it exists.
I know what you mean. There are lots of breadcrumbs of information regarding this game spread across the internet, but figuring out which are true and which are false is a full time job in and of itself. A lot of what I learned about X4 came from experimentation and verifying things that I had read. The game is amazing and SUPER in depth, but there's not much good explanation regarding it. I hope that this helps you set up your own powerhouse fleets!
Absolutely. If Egosoft could just hire one more person whose job would be exclusively to translate the team's genius ideas and designs and present them so that a new player (Or even me, 200+ hours in...) can actually access and digest it all WITHOUT having to trawl google, youtube and reddit for weeks (And still only have half of the whole picture), everyone would benefit from it, even them given that I'm sure if more people weren't turned off from the lack of explanation of almost anything in the game, they'd probably sell more copies and/or DLC. With depth comes complexity, that's a given, but a broader in-game encyclopedia with descriptions that are actually descriptive which go beyond the current (And VERY German) "This is [Thing] and here's the raw numbers", and a way to directly access a new relevant encyclopedia entry on that game system or menu option whilst mousing over it, like the bombardment option for example - "Press [KEY] to open 'Escort and fleet orders' encyclopedia page") would have made my entry into this otherwise magnificent game a whole lot less stressful. Kinda glad I was already bald before I started playing, to be honest 😅
I feel you there. I will say it's worth the effort, but it does require just that... effort. I adore the game and the things they've done with it, but the descriptions are quite a bit lacking. I have over 1,000 hrs in the game and I still periodically learn new things about it. Don't lose hope! It does help to keep the game fresh and new after a ridiculous amount of time in, though.
You're very welcome! There is precious little data on how the fleet system and mod system work running around. As well as ship-to-ship combat being less dog-fightery than other space games. It took me the better part of two playthroughs to get it nailed down. I hope I saved you some heartache!
I was with you until you said "Katana turns very well". Katana is essentially a rail gun propelled brick. It hits hard as long as you are throwing in a straight line...
Compared to most of the other medium ships, it turns well. It hits close to some of the large ships, but handles like a small ship. It's not scout, to be sure, but comparatively it's fantastic (in my opinion).
I like doing odd RP things like that in games to keep them fresh and breathe a bit more life into them. The boron tech is going to be tough, but rewarding if you do it correctly!
@@cykotich I have no idea what I'm doing, i'm learning as I go, and I have a mega factory that makes everything for the boron shipyards and prints money, but when it comes to fleet logistics and keeping my carriers supplied so they can repair my fighters, I am STRUGGLING BRO
@@araulius2132 So the easiest way is to have a supply ship, and assign a medium/large trader to it. If it is set to re-supply your fleet, it will resupply ships that are running low on torpedoes and the trader will go to the nearest place it can to supply the supply ship. Sometimes it's a little finicky, but usually it works pretty well.
Noob here I have about 120 hrs in the game and I'm having real trouble setting up fleets that work. Most yt videos are obsolete (3-4 years old so nothing works). I tried the basic thing have 4 odyseus's in a fleet move together to attack a station, follow doesn't work and mimic doesn't work. Formations also do nothing, they just bump into another or move to random positions. Apparently you just select all of them and move them together. Nesting them instead of having one branch worked however. Will try with what you showed in your video, many thanks.
I'm glad you found it potentially useful! I hope the fleet breakdown will help you when organizing your own. Don't forget about formations. sometimes it's best to have the point man out front, and sometimes you want a battle line.
@@oldmankatan7383 Thank you! I appreciate it! There are a LOT of hidden nuggets of tribal knowledge for this game that aren't explained very well throughout the game. Some of it you can find online, but it's usually fragmented, some of it only comes through experience. I figure if we all share what we learn, everyone will have a better time.