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Post by harpyeagle on Nov 21, 2018 20:54:28 GMT
One thing I've been trying recently, in order to get around poor AI behavior on the orbital map, is to set my missile launchers to have a long engagement range and using "Instant Action" in the sandbox.
It seems to work as long as the missiles don't have too high acceleration. However the AI tends to throw it's missiles in a long stream that is inefficient against point defense. It would be nice if the AI waited for e.g. 25-50 missiles to deploy before activating homing, so that they attack in a tighter group.
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Post by AdmiralObvious on Nov 21, 2018 20:57:49 GMT
Why not just add the missiles themselves directly to the fleet? You're trying to test the volley versus a specific ship type right?
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Post by harpyeagle on Nov 21, 2018 21:27:01 GMT
Why not just add the missiles themselves directly to the fleet? You're trying to test the volley versus a specific ship type right? I want to test a volley followed up by closing into guns range. The reason for using Instant Action here is that the AI can't do this from the orbital map.
Is there a way to make the ship start with no missiles in the magazines (to simulate them having been deployed)?
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Post by AdmiralObvious on Nov 21, 2018 21:43:53 GMT
Why not just add the missiles themselves directly to the fleet? You're trying to test the volley versus a specific ship type right? I want to test a volley followed up by closing into guns range. The reason for using Instant Action here is that the AI can't do this from the orbital map.
Is there a way to make the ship start with no missiles in the magazines (to simulate them having been deployed)?
Not while actually emptying the magazines. You can set a launch cap. Depending on how heavy the missiles are it can make a difference though.
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Post by airc777 on Nov 22, 2018 0:59:15 GMT
Blast launcher if they AI is launching to slow?
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