Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
also more ship means that enemies have to hit more of it, having empty space or alternative routes still have use, altough not in the way you are used to.
things like keels help for other problems like ship being a glass cannon.
But yeah, as far as the game goes, your whole ship is fair game to be shot at, gunfire doesn't start hitting at the front and drill its way inward. I'm not sure if there's a bias to hitting stuff that's nearer vs further (e.g. if your propellor on the far side from the enemy is ANY less likely to get hit than your machinegun on the near side to the enemy), but you should consider your whole ship a target.
i say random, but i think that if gunners can see crusial exposed parts their shots tend to gravitate towards those.
>>> highest >>>
(lowest hp) 6
>
(effective vs armour type) 5
>
(no armour & exposed crew/troops) 4
>
(module cost) 3
>
(slowest reload module) 2
>
(edge of ship) 1
<<< lowest <<<
~=~
>>> highest >>>
(explosive components / lift-generators / highest damage weapon module) 6
>
(command / engines / aim increasing component / repair ) 4
>
(middle of longest part of ship / medical) 2
<<< lowest <<<
modules in the middle will not explode once they reach 0 hp(or are just so sturdy that they generally don't get destroyed in prolonged combat) but once the edge goes so do you lose the adjacancy bonuses for hp and then you may get a chain reaction where 90% of your ships is gone after that breaks down. this the primary reason why the old meta of struts was so good.
firstly, the AI only shoots where it can penetrate, so that's why supply modules are often the first thing to die in heavily armored ships (they always can be "penned" unlike internal modules).
also that's why in those ship the enemy rifle fire tend to be concentrated where the armor is already blown (because there is no longer armor values there)
as far as i've seen this is indeed very close to how the AI priorizes.
1st the weapons and explosive parts
2nd lift, propulsion and command
3rd everything else.
only when it's beyond the penetration capabilities it shot elsewhere.
also this "structural" bonus, which modules get by being surrounded by more modules, is not the same for all the modules, for example balloons and struts give lesser bonuses than internal modules and decks.
all this makes armor placement and even module placement very important and allow sometimes to "game" the AI shooting behavior and utilizing real world theories like the All-or-nothing british armor schemes