Bearing in mind that auto-piloted ships, doing stuff like sector patrol missions, aren't bright enough to switch between weapons themselves (in the vanilla game) is it better to give them the same weapons on every gun slot?
For instance if you kit out a centaur with CIGs and HEPTs it will fire everything at once and since CIGs have a better range than HEPTs it's just wasting laser energy firing the HEPTs before they're in range.
On personal ships it's obviously not an issue as you just set up weapon groups and toggle as necessary - unfortunately the AI can't handle this.
if(targetDistance>weaponRange) {
weaponFire = false;
}
OOS combat fitting
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OOS combat is all math. There is no dodging, or flying around or anything like that.
The ship with the better shields/hull/weapons wins.
There MIGHT be some randomisation thrown in for good measure (concerning hit/miss with weapons), but for the most part, just get the most powerful weapon on every slot.
Se even though the HEPT or something is slow, and at longer ranges your more likely to miss; OOS, doesn't matter - it's an always hit (or mostly hit/randomisation if there is, etc).
The ship with the better shields/hull/weapons wins.
There MIGHT be some randomisation thrown in for good measure (concerning hit/miss with weapons), but for the most part, just get the most powerful weapon on every slot.
Se even though the HEPT or something is slow, and at longer ranges your more likely to miss; OOS, doesn't matter - it's an always hit (or mostly hit/randomisation if there is, etc).
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Which is why although a wing of M4+ fighters will own a M6 IS, jump out and they will pop like bubbles as their advantage of manoeuvrability and speed disappears. Likewise as the calculations assume that shots always hit, you dont have to worry about putting all the same weapons on the ship in question..... look for the big-est bad-est guns it can mount.alex2069 wrote:OOS combat is all math. There is no dodging, or flying around or anything like that.
want the FACTS about X2/X3?
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