Auxiliary Ships Guide - X4 Foundations - Captain Collins

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Me after watching this video: I need to get a. Auxiliary ship...

Also me after watching this video: I don't even have a fleet.

SergeyPupkoMusic
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*X4 is my favorite game of all time and I have been playing video games for more than 32 years* Since the days of PONG. Great Contain on this Channel. You have a new subscriber.

cnewtonc
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Good video. I also like using auxiliary ships for heavy Marine carriers/capture ships, especially against pirate destroyers. I'll load the auxiliary ship with 100 or so marines and four or so heavier fighters (Ares, Eclipse, or the like). If a pirate destroyer threatens one of my trade ships, I'll run it down in a Nemesis corvette while at the same time ordering the auxiliary ship to the same sector. While the auxiliary ship flies there, I'll catch the destroyer, disable the engines and heavy turrets of the pirate destroyer, then hang back. Once the auxiliary ship arrives, as part of the board action, the auxiliary will set its fighters to clear off the other surface elements of the destroyer, take out any escorts or deployables, take down the shields, and lower the hull to the right value without me having to do a thing. After the capture, the auxiliary is right there to transfer service crew, pull the marines back, and do the initial repairs.

rossglenn
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Thank you. I don't think I've ever actually used one of these. I will be after this though.
My initial and limited impression was they were used to resupply ammo and deployable's (which I found confusing). But, I did not know about the repair and re-crew features. Those details make this ship class so much more desirable.

dusk
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note: unless you tell the Aux's Traders to "Dock and Wait", they will float idle haphazardly around the sector looking for trades, and they're range limited just like a station so they won't find anything if you're in enemy territory and just get picked off. I've found that the Traders will go dormant if you use the "Fly and Wait" command to park the Aux in a high trade system, so if you want to go on "shopping trips", you have to remove the Aux from your Carrier's fleet and create a separate fleet headed by any other ship. I keep a Frigate in my fleets dedicated to this, just remove them both and assign the Aux to "Supply Fleet" on the Frigate to create a new fleet, then send the Frigate to the trading systems and let the Aux do its thing when it arrives.

Shanjaq
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Great video. All of my combat fleets have an auxiliary ship. for combat offensives, its great to repair any incidental damage sustained by a cap ship fleet during battle. also makes sure all turrets/modules are at full health so you don't have to wait for service crew to repair. As mentioned, great for repairing boarded ships and/or abandoned ships.

One thing that I didn't see mentioned that is an option is to set the auxiliary ship to 'supply fleet' which can be done when assigning it to a fleet. This will allow all ships in the fleet to automatically repair when needed. or set it to a station defending hostile space and all ships defending said station will automatically repair after battles. The supply fleet option isn't good though if you need to move fast, aka trying to take down an enemy wharf/shipyard to stop new ships being built. as the auxiliary ship can fall behind while it is repairing the fleets capitals.

You can also set it to auto resupply a sector as a default behavior, I do this in my owned systems so ships that take damage defending my space can auto resupply/repair with little intervention. This does require the setup of the global resupply on ships you want to do that, but handy to keep your space running autonomously.

patchieseec
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I do 3 other things with my fleet supply vessels. I have a 3x wing of scouts w/ 5x sats & 40x laser towers that expand my recon range and set a defense line around my op area. I also have a 20x wing of light fighters that fly CAP - so when taking a sector, for instance, the scouts drop LTs around the new defense station, the supply ship is set to protect it and the fleet protects area, instead of station. This keeps the supply ship out of the front lines but provides security in the rear of the fleet. One of my "Supply" traders is a drone carrier (Cerberus usually) that specifically carries replacement repair drones for my carriers & destroyers

rolokipp
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Wow this is very useful information. This is how you can sustain a prolonged conflict in enemy sectors.

billlyons
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After I started using one with my carrier it sped up the s ship repair and resupply time to be almost instant with almost no losses to xenon oos. Automatic repair and rearm is a must with 100 s fighters

themajormagers
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Limited wares for a flying trading/repair station? that's a perfectly acceptable compromise for me. What a cool ship.

tellmewhenitsover
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The public has always thought of Aux-ships as a waste of time and money because they can't even supply a fleet with torpedos without having to resupply constantly. The opinion has been that Aux-ships should have A LOT larger cargohold.

Dreez
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I haven't had an issue with paying for repairs. That usually beats engaging an enemy with an already damaged ship or having to travel a crazy distance to one of my own maintenance docks. But I do see their appeal in repairing locally in a long, far off campaign.

It also makes sense to have a few of them around to carry large amounts of supplies on campaigns as well. I don't mind that their carrying capacity is close to that of large freighters despite being much larger, presumably since they also need to carry their repair and reload equipment in a way. It also forces you to secure your supply lines all the way to the auxiliary ships and have enough freighters on hand. We have all recently learned how important a good and large logistics system really is.

Zartren
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the problem with these ships is they don't carry anywhere near enough supplies to perform their function. and after each battle you'll need to sell everything it's carrying, and then tell it to go get supplies. if you don't sell first it ends up with a whole bunch of stuff it never uses and not enough of the stuff it does need. after a couple battles it can't rearm or repair anyone because it doesn't have the supplies needed, because it's filled with all the stuff it never uses. so having the support ship doesn't really help, you end up having to send the fleet back to resupply/repair/rearm anyway. in theory it's a cool idea, in practice in the game it just doesn't seem to work, just adds another ship for the enemy to go after (and boy do they) having multiple supply ships per fleet doesn't solve the problem either. my initial thought was while sending one back to sell/resupply supplies, the other one would be available to assist the fleet, but none of the ships of the fleet will use the other supply ship. you have to manually remove the old supply ship from the fleet and send it back and then manually assign the new supply ship to the fleet, leave the sector, come back to the sector, and do that after each large battle. easier to just not use missiles/torpedoes and send ships back to a station for repairs as needed. In order for them to actually do what they are supposed todo, supply ships would have to carry 20 times what they do AND ships would have to repair/rearm several times faster than they do AND support ships would have to resupply themselves according to what they actually are using AND fighting ships would need to carry several times more missiles/torpedoes than they do AND missiles/torpedoes would have to travel several times faster AND .... you get the idea. neat idea generally, but as implemented it's big ole fat NOPE

baneblackguard
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I use two auxiliary ships per fleet. Damaged ships automatically repair themselves at the auxiliary ship and if one auxiliary ship is damaged it can use the second one to repair and vice versa. My fleets guarding xenon gates last virtually indefinitely when having auxiliary ships assigned to them. I've also noticed that if you assign an auxiliary ship to a station it will automatically repair all ships assigned to that station that gets damaged on return back to said station. Like when miners get damaged by either xenon or kha'ak raids they will get repaired when they have arrived back to the station to unload.

SilasCole
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I wish aux ships could carry large amounts of missiles and Torpedos. So you would have to use them to use those weapons

MrFrazer
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I always got bored long before I had fleets and started over but recently I got to the point where I built my own wharf and even built a few Asgard. Thats the first time I got an auxiliary ship and I guess I'll try got get one of these earlier in the game from now on.

digital
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Love this Game X4-Foundation. Yes it has its ups and Down with the AI It's so annoying when u tell a Trader or what ever ship to collect free cargo, and they only send out 1 cargo drone out at a time to pick up multi cargo drops and u lose most of them from disappearing. When the ship has like 10 or 15 drones.

stevel
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Atlas E - assign a captain and fill with marines - fly close by an Asgard, drop all marines (very strong/very strong) and float away with assist disabled. Brand new Asgard in your fleet a few minutes later.

Thomas_Lo
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Great video. Educational, concise, factual, with added comments from experience & wisdom. Thank you. >thumbs up<

danabell
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Early'sh the aux ship is somewhat useful. Later in the game, paying for repairs isn't a problem and makes the aux ship more of a logistics hassle. I tend to circumvent them by simply planning around their use as money becomes absolutely irrelevant. I've been playing long enough I tend to plan for damage to some ships my fleet numbers reflect this making in the field repairs for those that do rather pointless as well. If you expect roughly 10-12 ships taking hits, you estimate 30 ships to do the deed I'll just send 50 and just rotate the damaged back home for repairs at my own wharfs.

machinech
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