X3 Guide to configuring your weapons
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I think I might be beginning to understand that what I'm trying to do is impossible: You can only allocate installed weapons to key functions. As I can only install one weapon to the turret on my Mercury, I'm trying to do the impossible by setting up one to the BIRE and one to the Mass Driver. Is this right?
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As do I... in fact....*pulls out a keg of argon whiskey from under the seat of his mercury* Have this full one on the house those police never think to scan the cockpit so thats where I keep all my brew thats worth something *removes a hip flask and swigs down alittle of a foul smelling brew and shudders* oooh fresh grog, battery acid hasn't even started to eat the lining of the flask yet...well gotta go oh and heres a recipe for grog *hands over the monkey island recipe for Grog* latery matey and don't get caught.
If it makes money, do it...if its illegal...don't get caught. Freelancer
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I installed following lasers to my Argon Nova Raider:
1234
12- - Alpha HEPT
12- - Alpha PAC
12- - Alpha PAC
12- - Alpha PAC
12- - Alpha PAC
12- - Alpha HEPT
- 23- Ion distruptor
- 23- Ion distruptor
If I press 3 and only Ion distruptor fires, all lasers lose energy
and if I press 1 and only HEPT and PAC lasers fire Ion distruptors lose energy too.
What's wrong?
Anyway, I am using version 1.3.2
1234
12- - Alpha HEPT
12- - Alpha PAC
12- - Alpha PAC
12- - Alpha PAC
12- - Alpha PAC
12- - Alpha HEPT
- 23- Ion distruptor
- 23- Ion distruptor
If I press 3 and only Ion distruptor fires, all lasers lose energy
and if I press 1 and only HEPT and PAC lasers fire Ion distruptors lose energy too.
What's wrong?
Anyway, I am using version 1.3.2
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All lasers draw their energy from the same energy bank, which is displayed under the weapons, not separate banks for each weapon, as the graphic might lead you to believe...peterfaj wrote: If I press 3 and only Ion distruptor fires, all lasers lose energy
and if I press 1 and only HEPT and PAC lasers fire Ion distruptors lose energy too.
What's wrong?
Anyway, I am using version 1.3.2
We may need to modify the expected collision between our galaxy and Andromeda...
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This is correct. You can only have 1 weapon installed in your turrent, and cannot change it out without opening up the cargo bay screen.Michaeannon wrote:I think I might be beginning to understand that what I'm trying to do is impossible: You can only allocate installed weapons to key functions. As I can only install one weapon to the turret on my Mercury, I'm trying to do the impossible by setting up one to the BIRE and one to the Mass Driver. Is this right?
The weapons switchout people are talking about is for FIGHTERS where you have 6-8 weapons installed, and can bank them to only fire 1, 2, 3, 4, etc of them.
Nyax wrote:The dummies guide to energy weapons, and what you can expect if shot by them-
Red/Orange- Stop it! That Tickles.
Blue- Ouch! That Stings.
Green-AHHHH! it burns, it burns!
White- and i'm dead.
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Sorry to revive a months-old post, but it seems the proper place to put this.
It seems there needs to be some clarity regarding what you can do with your weapons configuration in space versus what you can do with it while docked.
As far as I can tell:
While docked on a station, you can add/remove weapons from their slots and change the weapon in each slot. You can not configure what weapons are associated with the 1-4 'hotkeys'.
While in space, you can change the hotkey associations, and you can change what weapon appear in each slot, but you can't REMOVE a weapon from its slot. This has the consequence that, if you have exactly as many weapons as you have slots, you can't actually move one weapon to another slot because it can't be 'freed' from the one it's already in.
This seems to be how it works for me, but the logical justification of doing it this way completely escapes me. Doesn't changing the weapon in space imply that I have first removed it? Why can't I therefore remove a weapon from a slot without replacing it with something else? What is there about being in space vs. being in a station that makes this logical?
Any ideas?
It seems there needs to be some clarity regarding what you can do with your weapons configuration in space versus what you can do with it while docked.
As far as I can tell:
While docked on a station, you can add/remove weapons from their slots and change the weapon in each slot. You can not configure what weapons are associated with the 1-4 'hotkeys'.
While in space, you can change the hotkey associations, and you can change what weapon appear in each slot, but you can't REMOVE a weapon from its slot. This has the consequence that, if you have exactly as many weapons as you have slots, you can't actually move one weapon to another slot because it can't be 'freed' from the one it's already in.
This seems to be how it works for me, but the logical justification of doing it this way completely escapes me. Doesn't changing the weapon in space imply that I have first removed it? Why can't I therefore remove a weapon from a slot without replacing it with something else? What is there about being in space vs. being in a station that makes this logical?
Any ideas?
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glad to see this is still helping all you pirates out therekujahn wrote:Thz Pixel!!
I'm a real noob, and u were the 1st to give me that obvious stuff, and I liked it too *hick!* ALOT!
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"So getting this chick back is more than just getting a chick back. It's the concrete manifestation of an abstract policy goal. And we like concrete - right, Vic?"
Red wine...the only way to frag
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Most of my loadouts are pretty good (and pilots tend to bail rather quick)
use a range of weapons (say heavy fighter) to cover the entire area in front
Hepts (2)
APacs (2)
BPacs (2)
and
either Mass Drivers or BIres (2)
1) ALL ok with shot control (no area coverage)
2) Medium range- pac's and IRE/MD
3) short range or bombing (depends on ship im in)
4) saftey (to avoid damaging docks)
full power widens the "sweet spot" and gives a neat Punch to heavier targets.
Medium gives extra shots for regular fighters that are hard to hit
Light are for hammering hulls to extract pilots
hope it helps.
use a range of weapons (say heavy fighter) to cover the entire area in front
Hepts (2)
APacs (2)
BPacs (2)
and
either Mass Drivers or BIres (2)
1) ALL ok with shot control (no area coverage)
2) Medium range- pac's and IRE/MD
3) short range or bombing (depends on ship im in)
4) saftey (to avoid damaging docks)
full power widens the "sweet spot" and gives a neat Punch to heavier targets.
Medium gives extra shots for regular fighters that are hard to hit
Light are for hammering hulls to extract pilots
hope it helps.
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ive hepts and ires on my centaur
hepts r for bigger fighters and ires lil cute scouts
ive never had a problem with energy due to auto aim and hepts killing m3s in seconds and ires have no drain on my centaur(machine gun effect on scouts)0
hepts r for bigger fighters and ires lil cute scouts
ive never had a problem with energy due to auto aim and hepts killing m3s in seconds and ires have no drain on my centaur(machine gun effect on scouts)0
Always one eye on the scanner and a missile ready for when its my turn to fight. khaak keep coming and i keep blasting. Thats how to survive.
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Well, I upgraded my humble rig, and installed the Xtended mod, and I'm now getting back ino the game. Came across this post in one of the guides, and loved it.
Thanks for taking the time to write it in simple newbie terms that I can understand.
As a 40+ gamer I never really caught up with the l33t language, but your writing style made me smile.
Well written, and I have learned a simple lesson now in weapon configuration.
Now onto the Don, his arse is grass.
Thanks for taking the time to write it in simple newbie terms that I can understand.
As a 40+ gamer I never really caught up with the l33t language, but your writing style made me smile.
Well written, and I have learned a simple lesson now in weapon configuration.
Now onto the Don, his arse is grass.
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