Hi All,
I did a quick search but could not see if some of the following answers were answered.
1) In 1.2 will the Executor auto fire at capitol ships? Right now it only fires at fighters......kinda odd.
I have to manually target each ship....and it seems like very few weapons have the range to hit targets.
2)For some reason Golans can hit the Executor from a long distance and I have to wiggle it around for 10 minutes to get it in range.
Do the weapon ranges need to be adjusted? Because it seems like only the very forward batteries by the nose will fire at ships.
3) I have seen this question before.....but will some of the blind spots be fixed?
I love to use the ship, but sometimes these bugs can be a real pain when trying to use it in a tactical battle.
4) Do AI ships get a range modifier? It seems like rebel ships will fire at me from half way across the map, while I have to get much closer to open fire.....and this is with all ships not just the SSD.
Thanks,
Executor Firing Issues
Started by Jak o' the Shadows, Jun 15 2010 01:56 PM
2 replies to this topic
#2
Posted 16 June 2010 - 06:36 PM
- There's nothing technically wrong with the Executor-class, but the game is breaking due to its size.
- The targeting problems are a flaw of 2.5D. Essentially Petroglyph forgot to factor in differences in height when calculating targeting.
- Will the firing bones be changed? Probably not at this point, but maybe in a future release. It's a monumental task.
- Same as 2.
Edited by Phoenix Rising, 16 June 2010 - 06:37 PM.
#3
Posted 16 June 2010 - 07:23 PM
- There's nothing technically wrong with the Executor-class, but the game is breaking due to its size.
- The targeting problems are a flaw of 2.5D. Essentially Petroglyph forgot to factor in differences in height when calculating targeting.
- Will the firing bones be changed? Probably not at this point, but maybe in a future release. It's a monumental task.
- Same as 2.
Ah, I see. Thank you for the info. Glad to hear it's a limitation in the code and not a bug.
I suppose it helps out the opposing side as well.....if all of the Executor's hardpoints fired optimally the rebels (AI) would have a VERY had time taking one down.
I suppose will fire up a campaign as the rebellion to take one of these monsters on from the oposite side.....
Thanks for all the great features in this mod.....having a correctly scaled Executor is a dream to mess around with, always has been my favorite ship class. Never warmed up to the Eclipse.
Edited by Jak o' the Shadows, 16 June 2010 - 07:23 PM.
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