pref wrote: ↑Fri, 8. Mar 19, 18:05
As long as a couple M turrets' effect is significant compared to that of the carrier's there is an issue with capship turret balance imo.
This is where I must absolutely disagree.
I think part of the problem with threads like these is that there are at least some people that see a particular label for a given generic ship type then automatically assume that ALL ships of that particular generic type should have a certain level of capability or features (regardless of other considerations). This is far from being true even in the real world when you look at the wider picture and how things change over time.
In X4, carriers are fairly balanced overall especially given their cost relative to other craft. A carrier's main strength in the real world comes from the craft it can carry and the faster they can launch and recover such craft the more effective they are overall - this basic truth seems to be at least part of the guiding principle behind carrier designs in X4. Whether such craft are surface docked, or in flight is moot in the main.
Arguably, feature and balance wise Carriers in X4 are fair and reasonable. The only aspects that may need some work are the AI and C&C elements, which is not exactly a new situation where the vanilla baseline of the X-series games in general is concerned. The revised approach to fleet organisation in X-Rebirth/X4 (hierarchical rather than flat) is a major step forward (arguably it should have always been like this) but the implementation of individual order execution in X4 seems more flawed than in past games. In at least some areas, this has got demonstrably worse in V2.0 with notable issues with incidental/reactive behaviours. It seems that V2.20 is slated to address at least some of the AI/C&C issues.
Lenna (aka
[SRK] The_Rabbit)
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