An X3 Vet's Review of X4 The X3 games are among my favorite games of all time. Heatseeker are much more susceptible to countermeasures, but don't require a target lock I believe. I find station building in X4 is a lot more micromanagmeent heavy. That same ship would likely be acquired faster in X4, but it’ll get wrecked by xenon in seconds in the same situation. X4: Foundations is how I imagine Brian Cox imagines space. The labelling is sometimes a little arbitrary, and there can be some blur involved eg at the heavier end of the missile spectrum. https://www.egosoft.com:8444/confluence/display/X4WIKI/X4+Wiki+Home, Press J to jump to the feed. Heatseeker hit a bit harder than guided or smart. Fly every ship, TRADE and FIGHT to BUILD your empire with modular station construction and THINK carefully when embarking on an epic journey. You tend to get some special cases as well eg swarmers or dumbfire. I hated building station complexes in X3, even with mod help. Getting enough materials early on is a pain since some are quiete rare at the beginning. Nothing like the response fleets in AP though. I also want to add that while basically there just to be a plot, X3 had a much longer lasting and even multiple plots. Swarm missiles are damn good for taking out components of a ship that are close together. Likewise for trading, it will take longer to establish, but I can set up an energy cell complex in AP in a few hours, turn it into consumables complex (missiles, satellites, en cells, etc) and I’m making bank in no time to fund my next major complex. After the X Rebirth debacle though, and truly realizing that Egosoft has an unfortunate pattern of releasing under-developed and unfinished content, I was extremely reluctant to try X4 until it had some time to mature. However, in its current state, it's still lacking core elements that help to make the game what it could be. Manage an empire or EXPLORE space in first person. Cookies help us deliver our Services. X4: Foundations is unique in its depth, simulating an entire universe of NPC ships and stations, forming a realistic economy. Thank you guys in advance for any in-depth explanation, Guided --> Needs active tracking and weak to counter measures, Heat Seeking --> Tracks targets and weak to counter measures, Smart --> Tracks targets and ignores counter measures. We announce, with great pleasure, that today is the start of the public beta phase for the much-anticipated 4.00 update of X4: Foundations.With the 4.00 beta version of X4: Foundations, you will get a first impression of our new developments and future vision for the game. I liked the GTs because they kept the npc factories in business once you can produce every good in the galaxy for cheaper. I do miss the Paranid Hyperion ship from X3 - decent speed, enough firepower, has 2 docking slots for Small sized ships, can take out Xenon Qs with those High Energy Plasma Throwers lol. The swarm missiles appear useless to me atm, but I think maybe I'm just using them wrong. I haven't really used light, but as far as heavy, the rest are all but useless against everything and not worth the price you pay. X4 video on the X4: Foundations forum board. X4: Foundations – Basic Concepts for New Players It is important to understand the difference between Inventory (also known as items) and cargo (usually referred to as wares) . At a glance, yes torpedoes are your heavy hitting anti large weapons. Then you need the ressources. (단, 라이선스가 명시된 일부 문서 및 삽화 제외) 기여하신 문서의 저작권은 각 기여자에게 있으며, 각 기여자는 기여하신 부분의 저작권을 갖습니다. I noticed the guided ones hit harder albeit the need of active target locking. I didn't want to record the entire battle, as the Xenon I can take a massive pounding. Swarm missiles seem to not follow a target at all, even though they are fired from tracking launchers. X4 Foundations has been finally released by Publisher and Developer Egosoft. Here I sit, firing 5 missiles at a simple xenon scout, until one finally hits. I also haven't been able to make much sense of them either and would enjoy some educating. I tried searching via google, but only found a rudimentary missiles for X, torpedoes for Y guide by SquidOfLove. In X4 you must first get a blueprint. But ilve not touched the older X games and am kind of lost when it comes to what really differentiates the missile types and torpedoes. On the same notice, I wish the module targeting would be a little more direct and on-point, clicking a module does not always work, and using the home and end keys needs hitting until the right module lights up. X4: Foundations gets a major update and expansion with Split Vendetta. No civilian station-traffic either. Dumbfire is just that, goes in a straight line and hits anything that happens to be in that line for more damage than it's guided counterparts. Back in X3 and its various mods you also got a reasonable amount of variety in terms of guidance from no guidance through IR to Friend or Foe, along with associated lock on times. The real money though came at high fight rank, taking missions to defend a station vs a fleet for 5-20 Million, depending on the difficulty of the mission.

x4: foundations vs x3 2021