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Post by walterscientist on Dec 24, 2018 23:48:51 GMT
I am now playing Vesta Overkill and this is a second time that enemy Siloship somehow became disabled before any fighting for no apparent reason. Anyone knows what could have happened to it? Attachments:
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Post by treptoplax on Dec 24, 2018 23:57:44 GMT
I am now playing Vesta Overkill and this is a second time that enemy Siloship somehow became disabled before any fighting for no apparent reason. Anyone knows what could have happened to it? Several of the stock designs are prone under AI control to launching large drones and/or missiles while maneuvering violently and crashing into the vehicles they just launched.
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Post by AtomHeartDragon on Dec 25, 2018 10:57:46 GMT
From what I have observed it happens when the ship is launching missiles the moment it is intercepted - it then ends up with multiple overlapping missiles embedded in launcher (possibly in multiple launchers). The moment the collision is detected (which tends to be "immediately" although I have seen custom missiles actually launching this way, appearing as a single missile with unnaturally bright exhaust plume, and only colliding a while after) there occurs a free trip to the fun town - especially with Devastators each packing 5t of boom, which makes sillyship especially fun-prone. More details here: childrenofadeadearth.boards.net/thread/1661/module-problem-carrier-modules-destroyYou can also troll the sillyship into launching flares with Devastators still halfway in the launchers by firing missiles or homing onto it for some extra fun, although it falls under "kicking them when they are down". From this post you might get an idea I'm not a fan of Devastators. You might be correct.
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