They yield normal kill drops... and Kyon crystals. The Kyon crystals don't do anything atm and you can't sell them, but I can only think of one future reason for them to be in the game...
As for the rest, I think the Khaak were more fun to fight when they would shoot back. I think somebody has a fix for that bug on here.
Yeah, I remember the kyon stuff too. For the other drops we don't need those boring Kha'ak, but could hunt for Xenon just as well. The loot ain't gone using this mod tho - it's just that the Kha'ak are gone much faster and don't vex me as much anymore.
To me they don't yield anything worth the hassle. The normal loot is so abundant, many times I don't even care to pick it up. Can't do anything useful with that stuff either - only exception being those craftable bombs - or if you feel you can't live without that "one" ship modification you're allowed to install (duh) - but for this, as mentioned, we don't need Kha'ak either. Loot for creditssss? Peanuts.
Worst annoyance to me is the feeling of shooting rocks. There's just no feel of power or effect whatsoever. But that's my personal opinion and nobody has to agree.
Sometimes I experience the bug where Kha'ak don't shoot back too. Tho if they do shoot back, luckily they don't pose any threat at all (so much for the old title "X2 - The Threat"). I don't see a reason why not to just quickly expose of the annoyance and continue to enjoy the awesome rest of the game :-)
Seems like someone needs paulwheelers ship pack. in x4. awyiss, yez. Tanninfleets, Go! Asura wing, reduce all to Dust. 1: giant anime space dragonships. 2. the xenon fear them, everyone fears them. time to make them spawn stations errywhur and take their rightful place at the top of the chewing gum-chain. They need embiggening, not weakening.
Nah. If it was for me, we could double the Xenon presence and get rid of Kha'ak altogether. Or bring back their models and strategy from the past titles, when they had capital ships too and would form splintering swarm formations. But even then their design was uninspired at best and boring at least.
Ps: Best NPC enemies are humanoid races and pirates, where you can fight on the same level. You'd have multiple options dealing with them, ranging from socializing, over capture/boarding or destruction, all the way to total annihilation of the faction. If you introduce an alien race that you can't even talk to or defeat for good, you need to give them something of interest - maybe dragging in the corpses/wrecks for high value salvage, otherwise not obtainable. Just introducing space-bricks that the player has to shoot for way too long, just to get nothing he wouldn't get all the other ways anyways too, is a bad choice of design.
If they don't enrich the game experience with nice features, but are there only to vex the player, then they should be gone quickly at least :-)
6 comments
As for the rest, I think the Khaak were more fun to fight when they would shoot back. I think somebody has a fix for that bug on here.
To me they don't yield anything worth the hassle. The normal loot is so abundant, many times I don't even care to pick it up. Can't do anything useful with that stuff either - only exception being those craftable bombs - or if you feel you can't live without that "one" ship modification you're allowed to install (duh) - but for this, as mentioned, we don't need Kha'ak either. Loot for creditssss? Peanuts.
Worst annoyance to me is the feeling of shooting rocks. There's just no feel of power or effect whatsoever. But that's my personal opinion and nobody has to agree.
Sometimes I experience the bug where Kha'ak don't shoot back too. Tho if they do shoot back, luckily they don't pose any threat at all (so much for the old title "X2 - The Threat"). I don't see a reason why not to just quickly expose of the annoyance and continue to enjoy the awesome rest of the game :-)
Good thing about mods: they're optional.
They need embiggening, not weakening.
Ps: Best NPC enemies are humanoid races and pirates, where you can fight on the same level. You'd have multiple options dealing with them, ranging from socializing, over capture/boarding or destruction, all the way to total annihilation of the faction. If you introduce an alien race that you can't even talk to or defeat for good, you need to give them something of interest - maybe dragging in the corpses/wrecks for high value salvage, otherwise not obtainable. Just introducing space-bricks that the player has to shoot for way too long, just to get nothing he wouldn't get all the other ways anyways too, is a bad choice of design.
If they don't enrich the game experience with nice features, but are there only to vex the player, then they should be gone quickly at least :-)
https://www.urbandictionary.com/define.php?term=kak
Given the developers are fluent in German too, who knows if that name ain't intentional =)