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Re: Any way to have a ship cycle its weapons/targe
For GGmod, I tweaked the settings.txt values:
Estimated Targeting Damage Percent for Bolt Weapon := 200 And I used the <50% strategy setting... I got quite a nice missile spreadfire there. http://imagemodserver.mine.nu/other/...e-o-vision.jpg |
Re: Any way to have a ship cycle its weapons/targe
So if I get GGmod, and use the <50% strategy setting, that'll make my ship do basically what I want? http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Any way to have a ship cycle its weapons/targe
You should be able to do it in stock too. The trick is to make your other prioritizations compatible with rapidly switching targets.
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Re: Any way to have a ship cycle its weapons/targe
Where can I download GGmod anyway, just to give it a try?
I'm still a little unclear on what I need to change exactly. Could you maybe explain the settings a little more, or just take a screenshot of a ship you've already setup? Thanks. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Any way to have a ship cycle its weapons/targe
GGmod is waiting on a few more beta patches before it will really be playable.
Go to your empire options menu, and scroll to the bottom. Your strategies are down there. Select one, select the priorities, and set them. Has weapons, <50%, and least damaged will help spread fire. |
Re: Any way to have a ship cycle its weapons/targe
I've gotten ships to spread their fire out a little now, but even with the priority:
<50% structure Strongest Most Shields Most Armor Most Crew all the fire is still directed onto one ship at a time. Say a ship has 9 guns. Salvo 1 will attack one ship, salvo 2 another..but all 9 guns will fire at the same ship each time. |
Re: Any way to have a ship cycle its weapons/targe
How much damage does that one salvo do?
Given stock's estimate of 50% hits in settings.txt, you'd have to have a lot of firepower to trigger that <50% targetting option. Also, note that the enemy's shield strength dosen't actually change until your weapons impact. Most weapons have a long enough time-to-target that a ship will unload all its guns before the first shot hits. And, of course, if there is only one target in range, it dosen't matter what your priorities are, all guns will fire on it. |
Re: Any way to have a ship cycle its weapons/targe
Isn't it in all cases best to use the 'Undamaged Weapons' thingy as a #1 priority, and then <50% structure?
At any rate, there's no way to prevent ships firing all weapons of same type at the same time, as far as I know. All weapons of the same type comes within range of the target at exactly the same time and they also have the same reload time. In other words, there's no time for any 'priority' checks between the different same-type weapons because they all fire exactly at the same time, everytime. That's why I'd like some sort of tiny random delay between each weapon firing. |
Re: Any way to have a ship cycle its weapons/targe
The one salvo totally anhiliated the target, with MUCH overkill. This was Starbase vs Frigate, using all ABPs then all missiles, then starbase vs fighters with Bomblet missiles.
The thing is, it didn't all fire at the same time. The last bomblet missile fired just BEFORE the target exploded; there were at least 20 in flight, in a steady stream. That's several hundred percent overkill. :/ This is a major issue, as it allows fighters to annhiliate a defender with sheer numbers when that shouldn't be possible. When I tested it vs non-instadeath targets, that's when I saw the targeting move before death. |
Re: Any way to have a ship cycle its weapons/targe
Hmm...
That sounds consistent my current theory about shots-in-flight not counting towards the targeting stats. |
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