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Generally, in T1, the "attacker" class ship should look setup something like this: 1 Engine upgrade, 2 shield upgrades, 2 long range lasers.. the "defender" or Tool ship, in T1, should look like this: 1 engine, 1 missile, 2 shields.. I've been steamrolling left and right with this setup (as Horatio) for quite some time, general rule of thumb is long range lasers/shields will win the day for all hull types, especially under consideration that Horatio should primarily be played as a mid-game military power, although military is NOT our strong suit due to our population advantage all victories/play styles are accesible if need be (projectiles/short lasers are great for a Craver play style, I.E. bumrush, but Horatio should never be rushing anyone like Cravers will be)
Feel free to message me for any help you may need.
-Brock
Meaning, if you put a fleet on a straight line path up the middle, it seems to not be able to fire it's side mounted weapons at all, since they never look towards the enemy in front of them. It doesn't matter on the flank formations since they're already to the right or left of the main enemy group.
It seems like a massive oversight to have a combat tactic early on that moves ships directly towards the enemy, and thus have weapons that never fire due to never seeing the enemy. However, this seems to be the case.
It's why when you select "long" as your ship range, it shows you the ship path as moving to the right, then to the left, in order to bring its side weapons to bear. With middle or close range, the ship can only go forward, obviously, and so it heads straight at its targets which doesn't allow the side guns to fire until it gets to its commanded range.
If this is the problem, the solution is this: put ONLY the long range laser or the missile onto the single weapon slot, and put either the long range lasers and/or chainguns into the symmetrical x2 slots, and use close or mid range combat. This way, the missile and laser will fire as the ship is closing in, and when it begins banking, the other lasers and chainguns will begin firing.
Alternatively, you can just make your ship nothing but long range lasers and missiles and keep it at long range. It should be firing almost all the time.
I tested out the specific issue you were having, the results are as follows:
1) if you 'watch' the battle (I.E. Manual) there's a chance of this glitch happening and affecting the outcome of combat, dependant on the Battle Card selected.
2) On the contray, during an 'Auto' battle, all of your ships will fire correctly regardless of Battlecard/weapon setup, and more often than not, will yield better results than a manual/'watch' battle
Conclusion: Simply use the 'Auto' battle selection for now, I know the aethestic is cool, but honestly it's not like 'Watch' makes any difference to 'Auto' besides the pretty views. Secondly, after I test this a bit more, I'll create an article on Games2gether.com, on your behalf, to address this issue. For future reference Games2gether.com is the and always will be the best place to post any concerns regarding Amplitude Studio games.