Guy
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Posts: 6
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Post by Guy on Dec 29, 2018 17:42:31 GMT
I can't get mine to face the right way, it always spawns in 90* off, and I've tried rotating everything three different ways. The built in Sentinel doesn't seem to have this problem, so what's the trick? Do I have to put guns directly in the middle of the face I want facing the enemy? I have my weapons on the edges so shots aimed at them don't pass through into vitals.
Also, how does dodging work? Even the Sentinel rotates all kinds of stupid directions when I try to dodge manually, and switching it back to broadside doesn't necessarily clear that up.
The ship in question:
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Post by airc777 on Dec 29, 2018 20:56:33 GMT
Longest ranged weapon has to be on the leading edge for the craft to present the intended armor profile to the enemy. Try building a small, non gimbaled laser or a small flare blast launcher to get the craft to behave in addition to your main weapons. The dodging AI is just unusablely bad for this application. Have it hold position with the broadside order, if the armor fails stack on more armor or push the engagement range out farther. Good luck, I gave up on these things and build needle craft exclusively.
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Guy
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Post by Guy on Dec 29, 2018 21:19:54 GMT
I'm stuck on overkill and can't build modules, but I'll try the flare thing.
No dice, just gonna redo the turret scheme.
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Post by AtomHeartDragon on Dec 29, 2018 21:56:00 GMT
I'm stuck on overkill and can't build modules, but I'll try the flare thing.
No dice, just gonna redo the turret scheme.
IIRC blast launchers are orientation agnostic.
Put your longest range turret (not necessarily all of them but getting game to recognize the right one can be fiddly) at preferred orientation towards the enemy. You can also just slap stock 200kW 4mm railgun on your "towards enemy" edge (it has the highest exit velocity of all stock guns and is on fixed internal mount making it uniquely suitable for this purpose) and leave your turrets as they are.
Feel free to browse my stock module ship collection for inspiration (link in sig) if you get stuck on VO.
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Guy
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Post by Guy on Jan 1, 2019 17:24:06 GMT
I'm stuck on overkill and can't build modules, but I'll try the flare thing.
No dice, just gonna redo the turret scheme.
IIRC blast launchers are orientation agnostic.
Put your longest range turret (not necessarily all of them but getting game to recognize the right one can be fiddly) at preferred orientation towards the enemy. You can also just slap stock 200kW 4mm railgun on your "towards enemy" edge (it has the highest exit velocity of all stock guns and is on fixed internal mount making it uniquely suitable for this purpose) and leave your turrets as they are.
Feel free to browse my stock module ship collection for inspiration (link in sig) if you get stuck on VO.
That did fix the original problem, but because of broadsiders' dodging problems I gave up on this concept and threw 800 strikers at them instead. It took a couple tries to get the timing on switching from coasting to homing right, but it did the trick.
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Post by AtomHeartDragon on Jan 2, 2019 14:36:16 GMT
That did fix the original problem, but because of broadsiders' dodging problems Odd, broadsiders are usually good at dodging. Maybe you suffer from the fact that whichever thruster you added first are considered to be your ship's rear? Deleting your resistojets, saving, then re-adding them (if you want, stock RJs are pretty pointless) might fix that. My sincerest condolences for your CPU.
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Guy
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Post by Guy on Jan 2, 2019 15:48:19 GMT
That did fix the original problem, but because of broadsiders' dodging problems Odd, broadsiders are usually good at dodging. Maybe you suffer from the fact that whichever thruster you added first are considered to be your ship's rear? Deleting your resistojets, saving, then re-adding them (if you want, stock RJs are pretty pointless) might fix that. My sincerest condolences for your CPU. I threw them out in 3 waves, the 400 missile launch was a little laggy but it really only had to work once. Anyway the issue wasn't the ship dodging, it was keeping the radiators away from and the guns toward the enemy while dodging. I tried letting the AI dodge while using broadside, and I tried manual move commands. If I had been able to tweak my turrets to only have a 20 or 30 degree firing cone the broadside command probably would have worked well enough, but of course I couldn't edit modules at that time.
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Post by AtomHeartDragon on Jan 2, 2019 19:57:30 GMT
Odd, broadsiders are usually good at dodging. Maybe you suffer from the fact that whichever thruster you added first are considered to be your ship's rear? Deleting your resistojets, saving, then re-adding them (if you want, stock RJs are pretty pointless) might fix that. My sincerest condolences for your CPU. I threw them out in 3 waves, the 400 missile launch was a little laggy but it really only had to work once. Anyway the issue wasn't the ship dodging, it was keeping the radiators away from and the guns toward the enemy while dodging. I tried letting the AI dodge while using broadside, and I tried manual move commands. If I had been able to tweak my turrets to only have a 20 or 30 degree firing cone the broadside command probably would have worked well enough, but of course I couldn't edit modules at that time. That's why 4mm 200kW railgun is the best choice for stock broadsiders - it has by far the best range due to high exit velocity and it is not turreted.
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Guy
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Post by Guy on Jan 3, 2019 0:08:05 GMT
I threw them out in 3 waves, the 400 missile launch was a little laggy but it really only had to work once. Anyway the issue wasn't the ship dodging, it was keeping the radiators away from and the guns toward the enemy while dodging. I tried letting the AI dodge while using broadside, and I tried manual move commands. If I had been able to tweak my turrets to only have a 20 or 30 degree firing cone the broadside command probably would have worked well enough, but of course I couldn't edit modules at that time. That's why 4mm 200kW railgun is the best choice for stock broadsiders - it has by far the best range due to high exit velocity and it is not turreted. I didn't even try that since I figured no turret would mean it would never be lined up and firing unless I gave it a long time to settle on a target, which would give them a long time to light me up. Plus all the guns would have to be mounted in one spot or you'd risk not being able to put them all on target. I think strikers are just better given the tactical options we have to work with.
Nvm, you meant using just one to force it to face the right way. That does mostly work. It's a little hack-ey for my taste though.
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Post by AtomHeartDragon on Jan 3, 2019 11:10:38 GMT
That's why 4mm 200kW railgun is the best choice for stock broadsiders - it has by far the best range due to high exit velocity and it is not turreted. I didn't even try that since I figured no turret would mean it would never be lined up and firing unless I gave it a long time to settle on a target, which would give them a long time to light me up. Plus all the guns would have to be mounted in one spot or you'd risk not being able to put them all on target. I think strikers are just better given the tactical options we have to work with.
Nvm, you meant using just one to force it to face the right way. That does mostly work. It's a little hack-ey for my taste though.
I would go with 5 away from vulnerable targets and along ship's midline, as this is what can be handled by one gunner at the gun itself isn't going to put a noticeable dent in your mass budget.
It's not the best weapon, due to low rate of fire and somewhat lacking accuracy at maximum range (it's on par or better than most stock EM guns, but with higher range and low rate of fire it becomes somewhat inadequate - turreted version with more power would already be better than most stock guns), but you can hit with it on your broadside, and it will also force longer range engagements which is good if you intend to dodge.
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