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But if target locked and set to turret via "copy target" option - AI can shoot up to 2k meters.
Then a boat packed with just gatts/missiles will take out any slow motion artillery due to that game limitation of 800m... so 2000m goes to no practical use.
No, it does make sense: If the turret has a target locked then it can keep on aiming at it beyond that initial 800 m and up to that 2 km max. Target locking allows you to extend the effective range of your weapons.
It makes no sense at all... in fact it is stupid to have artillery that cannot and will not acquire lock beyond the 800m... no advantage at all on that nerfd weapon...
As you put, it would only be useful if the lock as been acquired under the 800m... if the artillery is still operational after its initial two shots... guess what it won't be once it faces more than one gattling gun firing at it or a single/dual missile strike.
So Artillery is pointless to have if those 2000m cannot be used to get the lock before close quarters (aka 800m).
actually.... get proper weapons (mods) since game weapons are; and remain useless...
No, the artillery is far from useless. You can easily get a target lock outside of the 800m AI radius. It just involves the PLAYER to initiate the target lock while in a control seat and/or controller a turret. You can get and keep a target lock up to 2km, which so happens to be the max range of both the artillery turret and the railgun (railgun may extend slightly beyond 2km, I have not tested the full range of it.) I do believe that you need to maintain LOS from your grid to your target grid in order to both get and maintain the lock.
Even without the target lock, the artillery is far from useless as the 2km max range allows you, the player, to engage a target at range.
You won't be "switching seats" to acquire lock manually and manoeuvre the ship at same time... unless the target is static or you are following it in straight line. Forget npcs, because npcs are boring and AI is absolutely dumb, now put a player vs player and I would love to see that tactic working without other players on board.
Turret/weapon lock should be at weapon range not the limited at 800m; and it should acquire lock without the player have to micromanaging to have the what is supposed to be the max range... To be blunt, that is just bad programming or serious game limitation otherwise Devs knowledge limitation!
All point of having long range weapons, is having long range weapon lock! Without that and in range of all weapons limitation of 800m, then artillery/railgun are pointless since their rate of fire is far too slow compared to the two original weapons that operate at 800m. So neither of these "flashy new weapons" last much against the pin-point gatts or even against the dumb missiles...
Anyway it is just a game with serious limitations... glad that there are weapons mods that fix what the SE should have had since it was released.
Okay...we'll give you that.
"We want weapons with more range!"
Okay...we'll give you that too.
"We want an I WIN button even though we keep complaining that the AI and NPCs are dumb! We want you to take your mining/building/survival sim and turn it into Star Citizen!"
Sorry...get a mod.
Uhm... you do realize that "current target locking beyond 800 m is useless" is not an opinion but something that can be tested? The test is exactly what you refer here: player vs. player combat.
First both players set their gun range to 800 m and fight it out several times. After that one player sets the range of his guns to 800m, and the other sets them to 2000m, and repeat the fights. If it is indeed so that target locking beyond 800 m is useless then both sets of fights should produce about the same number of wins, the exact win ratio depending on their skill differences. If one wins about 60% and the other 40% with 800m vs. 800m range settings then the result should still be about 60% vs. 40% with the 800m vs. 2000m setup. However, if we see a win ratio change in favor of the 2000m range turrets then quite obviously that is then *not* useless.
guess what SE without mods is beyond a dull game... unless you play it with friends.
So the solution is not having mods but get the game into a playable state instead of more cosmetic misleading DLCs blocks.
what would be SE without mods...
Its exact same principle.
Auto aim arty is lower range, manual aim/target locked is full range.
No fully passive sniping from 2km.