X Rebirth

X Rebirth

Faster Player Missiles
18 Comments
dreadnought82 27 Jun, 2015 @ 9:20am 
Thanks :-)
Is a good mod!
Luciferos 20 Jun, 2015 @ 1:02pm 
Great mod. This (and many of the others deadly flaws in this game) bears the question - did anyone at Egosoft ever actually *play test* this game before releasing it? Oh well, better now.

Honestly X:R is still super-weak compared to its predecessors even after 3.0, but you modders make it a lot better. And I am willing to cut Ego some slack since it's their first real foray into a style more like Privateer than X. But man, it would be great if the mod community would collaborate on a big-time mod update to fix tons of greater and lesser issues like this in one mod patch.

Thanks again!
janda  [author] 27 Mar, 2015 @ 12:30pm 
@SkyWolf
You're welcome!
SkyWølf 27 Mar, 2015 @ 11:55am 
Great mod, finally missiles are actually useful against their intended targets! No more heavy fighters dancing around sunstalkers all night long...
janda  [author] 27 Mar, 2015 @ 7:30am 
@ Alexstar
you are welcome
Alexstar 27 Mar, 2015 @ 5:06am 
wow nice bro i love this mod,now is more faster,now i don t need to w8 100 years to kit with missle from 8-9km
janda  [author] 23 Mar, 2015 @ 9:14am 
You are welcome!
Skorne Tet'Zu 23 Mar, 2015 @ 7:48am 
To be honest I don't have much of an opinion, I rarely used missiles because they almost never hit... and even then I like the SunFlash and StarStalker Missiles (I was just curious as to why). I will, however, be using this Mod now (thanx)... as actually hiting something would be kind of nice - LOL.

As to the Combat Rating, thank you; sounds cool... I'll be using that too - :)
janda  [author] 23 Mar, 2015 @ 7:29am 
I did not use most of the missile (except 2) because they didn't hit anyway.
So I basically had to guess decent speeds. One Astrobee does very little damage and I thought they would split up and hit many targets (like in x3) so they seemed to need a greater buff.
But I actually asked below for opinions on Astrobees, so what do you think?

Assassin is my combat rank: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=407086244
Skorne Tet'Zu 23 Mar, 2015 @ 7:18am 
...a couple of questions:

1) You made most of the missles slightly faster, but the Astrobee almost 400% faster... Why???

2) In the above image I noticed the Skunk has ( (Assassin) ) next to its name... what and why?? (Just Curious).

Advanced thanx!!!
janda  [author] 23 Mar, 2015 @ 1:10am 
Thx
BuffHamster 22 Mar, 2015 @ 5:47pm 
Awesome game tweak Janda, what DubYuDubYu said is true. Guided missiles are now, ...well guided missiles. Good Luck on your other mods.
janda  [author] 22 Mar, 2015 @ 8:00am 
I'm too busy with other mods atm but i might take a look later
bm01 21 Mar, 2015 @ 10:30pm 
Doing the same for non-player ships would be nice (though the astrobees would definitely be too OP). Also there's been something annoying me since a long time, do you think you can make AI-ship not killing themselves by their missiles? Like by increasing missile hitpoints or something.
janda  [author] 20 Mar, 2015 @ 4:41am 
Good to hear! I didn't change damage or blastradius.
DubMeister 20 Mar, 2015 @ 4:04am 
I've used the Astrobees and Tristars. They work a lot better than vanilla and the astrobees are now extremely reliable on large clusters of pursuing attackers instead of having always been dodged.
In terms of balance, I have no complaints there. The missiles are not overpowered to the point they can 1-hit fighters, but they still do decent damage on them. In addition, despite the fact missiles have better hit ratio from their increased agility, the AI still has a decent chance to dodge it and get away.
janda  [author] 20 Mar, 2015 @ 1:31am 
You are welcome.

I have to admit I didn't test the dumbfires and swarm missiles much. Can someone give me his impressions regarding balancing?
DubMeister 19 Mar, 2015 @ 2:58pm 
Suddenly the purchase of sunstalkers and starflashes have been justified. Thanks! :une: