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November 1st, 2006, 09:16 PM
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National Security Advisor
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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.
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November 1st, 2006, 10:16 PM
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Shrapnel Fanatic
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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.
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November 1st, 2006, 10:17 PM
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First Lieutenant
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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.
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November 1st, 2006, 11:01 PM
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National Security Advisor
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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.
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November 1st, 2006, 11:53 PM
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Shrapnel Fanatic
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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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November 1st, 2006, 11:54 PM
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National Security Advisor
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Re: Any way to have a ship cycle its weapons/targe
No matter what the source, its a problem..
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November 2nd, 2006, 03:17 AM
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Private
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Re: Any way to have a ship cycle its weapons/targe
My Kamikaze defense is totally trashed by the fact that they'll all go after the same ship at once half of the time. <:/
I'm new to this game, and I love it, but issues like these really take me out of the experience, it just seems so absurd and buggy. I have more success using a handful of fast ships with long-range weapons than I do with a hulking base ship.
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November 2nd, 2006, 04:06 AM
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Shrapnel Fanatic
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Re: Any way to have a ship cycle its weapons/targe
I suppose it also helps in ggmod that even a Battlefortress dosen't tend to vaporize medium ships in one volley...
You get lots of action and slow crippling before they go down in flames.
Overkill is rarely an issue, and that 50% at double expected means you don't tend to waste any shots unless there is a lack of targets in range...
And with the ability to build 30 scouts per turn at a homeworld, and the whole fighters thing, that dosen't happen too often either 
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