Disruptor Bombard on Klingon Turret

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posted on April 12th, 2010, 5:30 am
Apparently it doesn't work :D.

  We haven't had the chance to duplicate yet, but thought I'd throw it out there.
posted on April 12th, 2010, 8:39 pm
I duplicated it. It also doesn't work on ANY Federation turrets, any Romulan turrets, any Dominion turrets, or any Borg turrets.
posted on April 12th, 2010, 8:58 pm
As we speak of such anomalies. I also found that you can't order a Borg turret to manually fire on vessels. To me it has been Fed ships I wasn't able to fire on manually.
posted on April 12th, 2010, 9:01 pm
Jan wrote:As we speak of such anomalies. I also found that you can't order a Borg turret to manually fire on vessels. To me it has been Fed ships I wasn't able to fire on manually.

That's actually not an anomaly: if you look at the patch changelog in I believe either 3.1.0 or 3.1.1 all turrets (including main starbases) no longer are player controlled. Instead the AI chooses the target  ^-^
posted on April 12th, 2010, 9:38 pm
that's not completely true. if a ship is at the edge of your station's targetting range and the computer isn't being clever enough to fire at it, then you can issue a fire order and it will fire.

but if u have multiple targets in close range then its the computer that decides.
posted on April 12th, 2010, 9:48 pm
Ooof... and that's the issue it was supposed to fix too  :blush:
posted on April 12th, 2010, 9:54 pm
really? well it didn't work, if the enemy sits just at the edge of range, like the AI sometimes does, then you can manually force your stations to kick bottom. i love when the AI is stupid enough to sit a ship in range of a turrets manual target weapons, but not close enough to return fire, and sits there until its shields hit around 20% and you can hurt it bad. i saw the AI do that with a descent once.
posted on April 12th, 2010, 11:24 pm
Yeah ^^ thats a really annoying bug :pinch:  Thr station just sits there like it can't see them or something :lol:  Stupid AI
posted on April 13th, 2010, 12:43 am
ACtually it's possible that with long range weapons, the Hardpoints where the weapons come from are close enough to attack the turret, while the turret is out of range of the center of the vessel.  I could really only see this happening with a Phalanx, a Cehlaer, or a Diamond maybe.  To hit a vessel the weapon has to be able to hit the center of the unit.
posted on April 13th, 2010, 12:48 am
Doesn't mean its not a bug, or a problem. :whistling:
posted on April 13th, 2010, 1:07 am
Oh I agree, I just don't know if it's something fixable :(.

  A1 had the same problem as I found out when I made a great big DS9 that was buildable :D.  It was sooo cool looking but because it was so big, only long range ships could actually attack it.  The phasers were on the pylons and weapon rings, which themselves had a medium range.  That medium range started on the hardpoints themselves, but the "root" hardpoint where the station receives fire was actually too far away for the attacking ships to actually reach :D.  This short range and medium range ships could not approach the station and get within firing range because the shields of the station extended too far :D.
posted on April 13th, 2010, 1:16 am
Yeah, though they don't fire at the root HP(unless it says so in the odf)[or i could be wrong :sweatdrop:] they would fire at the hps listed under the weapon hps.  Now I believe the enemy target these hps randomly, so maybe the Team could adjust the "random" algorithm so that it takesinto account the distance of the target aswell and if only one hp is in range it will just target that one. dunno

And since these aren't larger stations, I would say that it doesn't apply in this case...
posted on April 13th, 2010, 1:24 pm
or perhaps you could make it so that each section was separate from the main station like the Klingon field yard
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