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for example -> I use my Rover Beacon to save its bound Drone "Approach Vector" so to return to Rover connector :
https://steamcommunity.com/sharedfiles/filedetails/?id=3071957896
As to know if it will work with Mothership Beacon OFF = Testing needed to see how it goes because that I did not tested.
Second question
-> The preset Path created with AI Recoder will follow the Mothership Beacon they are bound to, and you may have the reselect the Beacon when building the Blueprint with Projector block, here too it is better to create a "Testing World" to test it and be sure it works.
Third question
That should work but like I said above-> Best to do the needed testing to sure it works.
Kamikaze Drone/AI MIssiles are not good in combat because they fly in straight line to the enemy and can be detroyed very fast with a few turrets, so all good only if your enemy does not have any turrets.
EDIT
You will have better results creating 3 Aggressive Drones having Reloadable Rocket Launchers set to Target weapons only.
Here is my best aggressive setup :
AI Flight
+
AI Basic set to Follow me or Follow home(Beacon setup needed)
+
AI Offensive set to attack enemy
+
Enable all AI in same time
=
Offensive Follow Guard Drone
= Detect + Attack enemy 2Km around and return home when Job is done.
More details about Blueprint :
1 - I've created the 3 Paths I need first with 3 AI Recorder bound the Rover Beacon, one "Approach Vector" Path to return to Rover connector and 2 different "Exit Vectors" to deploy the Drone at a specific postion.
-> 3 Paths = 3 AI Recorder bound to Rover Beacon :
https://steamcommunity.com/sharedfiles/filedetails/?id=3071958184
2 - Blueprinted both grids separately so one for the Rover and one was the Drone.
3 - Tested in Survival by building the Rover first and the Drone after = All good but I had to REselect the Beacon in the AI Recorder blocks and AI Basic so keep an eye on those.
Note
It was not working when the AI update came out and we got the hotfix later so I recommend to retest after a game update cause it may break again.
Edit
Sorry corrections made.
In that case slaving the missiles to a beacon definitely isn't going to work. That's a shame, thought I'd found a good way to extend their range a ton.
If you want to participate = Click "Submit Feedback" on their Support Portal :
https://support.keenswh.com/spaceengineers/pc
(create "Bug report" or "Request help"(Private) or "Feedback"(Petition) on the Portal)
-> Important to know on Portal Feedback (suggestion) :
1 - Feedbacks must have only one idea in for the vote system to work properly, more than one idea to vote on will become unusable.
2 - A good title that shows what is in to vote on will give it a better visibility to have more votes.
____
That said, not sure if they will do something for AI Missiles because not so good in combat, but just give them a good reason why it's needed, a so good reason they will want to do the change right away, that will surely help.
Will do.
As an aside, AI missiles are way better than you're giving them credit for. I've done most of the testing with a 200m/s speed mod, but with that even lone missiles hit more often than not and they're so cheap it barely matters when they don't. I'm assuming a good salvo of 4-6 of them shouldn't be much worse at 100m/s against any reasonable number of turrets.
I've tested with only one missile sent to not moving grid and 6 enemy turrets deleted my Misslie, you may have more experience than me so the best to give them a good reason why it's needed.
I've focused more on making Warships able to win a battle while going in front very close to the enemy, so I surely need more experience with Missile ;)
So basically you can use missiles as movable decoys to draw enemy fire. I can make use of that.
=
Give a short window big enough for the Warship Turrets to destroy all enemy weapons while they are busy shooting at your Decoys.