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the main problem with all the divergent ship behaviour is you cant cover one ships weakness with another ships strength, carefully constructed fleets scatter the moment you issue an attack order.
I found a few sorta-workarounds.
-If you focus on range upgrades they usually work pretty well. Only works for things like strike craft and I suppose corvettes, but I don't really use corvettes. They're too expensive when they just die like strike craft.
-If you just repeatedly set your ships to aggressive and no formation they sometimes eventually break off and act like you think they should.
-Sphere formation is great for targeting that big giant titan or battlecruiser, but your ships will probably die because they're not doing that obsessive orbiting thing that reduces a lot of incoming damage.
-As a result of the really horrific "constantly readjusting" thing, turreted ships (assault beam frigates!) are just by far the best.
I crossposted this to their discord as well on a thread started by another user, and it has been brought to Dev attention.
I think there are a few things going on here:
1. Non-strike craft ships are too quick to move to try and maintain range/satisfy whatever AI attributes they have.
2. Formations are both too strict and yet not strict enough. I mean that I've also observed Torp Frigates trying to move into formation with a formation leader that is actively running as fast as its little engines can carry it away from the target. This means, in practice, that the members of the formation trying to move into formation are never firing. HOWEVER, once IN formation... The ships are then free to fall out of formation again and roam to their little hearts' content.
Here is the discord thread on the Homeworld Universe Discord: https://discord.com/channels/128196211969753088/1238954479194214561
The gameplay overall doesn't feel nearly as good as Homeworld 2 which is sad.
Perhaps a new stance where the rules of engagement are similar to the neutral stance but they stand ground and rotate but don't move.
Beam Fighters are also completely useless, as they can't hit their targets and thus do no damage (and the voice feedback is using carrier lines).
While I've found the core idea of War Games very nice, the ship movement ai and balacing is completely unacceptable and ruins a the fun in it.
But yeah I've seen a few ships getting confused even with a simple target of a slow moving capital ship. Enough that you can see the ship struggling to work out what its supposed to be doing even with an easy target.
I don't think a new stance is the solution; a revision to targeting and movement priorities and controls is more needed. A new stance would be a patch over an existing issue and in theory improving the targeting system and ship control benefits players and the AI
Thing is a noticed ai ships dont really have the same problem. And when computer controlled missile ships do try to kite other units they dont do the odd turn around run behavior.
Even if they fix the targeting and movement priorities I still would like a seperate stand ground stance that doesnt have passive rules of engagement.
I also find it ridiculous that I had to follow an enemy ship all the way to the end of the map edges repeatedly because it kept running away to get into it's optimal range...
Actually an enemy ship running away from you to stay at its optimum range away from your ship is perfectly logical. That's totally fine and what the ship should be doing.
A long range ship should try and back-off to stay at optimal range and avoid closer engaging enemies.
The issues come if the AI does nothing else but that; or if the ship is being a bit nuts with its range and movement which causes it to move around and get confused rather than sit there and fire.
Eg I'm sure I see destroyers attacking getting "confused" and moving around and not firing when they are perfectly within range to fire. Almost like they are sitting perfectly on their maximum range, but any tiny motion from them or the target causes them to fall off range and suddenly they've got to cancel the attack animation and reposition to that perfect distance, start fir - oh it moved so I've got to move - rinse and repeat.
Which is doubly odd because I'm sure they are well within maximum range so should be able to fire with impunity.