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They seem to do alot of work when they are given Bolt albeit its still faster to kill enemies with your frontal.
"heck...who is shooting down the enemy, also using beam...oh...its my turrets"
Hence why Turrets on actual Battleships are CIWS for Anti Missile and Anti Air and close range ship combat
also for me I prefer the 2 Bolts on my Dragon with 6 x Tau Accelerator
The Bolt can do quick work on the ones that escape the finishing blast of my Tau.
I don't want to sound rude or anything, and it's great you guys are not having this issue. But this is a thing that's been happening since launch, been fixed, now it's happening again. This was posted in the bug fixes as "fixed", and it was, till last release, then it's been broken again.
I just started a new game, got my hands on a frigate, turrets are useless.
Thats what strafing is lol
Open a Report directly in the egosoft forum to be 100% that it will be adressed.
I can only tell what i know and right now, at this very moment, i have neither a List nor an Idea of what would be on that List.
Nah, it's not that either. I Mentioned i know about transversal, and i played Eve quite a lot. It's a good school to learn how relative speed, turret tracking, optimal and falloff work.
I'll try to explain what i think the issue is in another way, even if i may be horribly wrong about this being the case, but more or less illustrates what it looks like is happening.
When a ship is moving, turrets have to calculate where the target is going to be given all the circumstances, and shoot there for a chance to hit; if the ship is stopped, they shoot the center of mass.
Now imagine that moving ship comes to an sudden stop. At that point, the game seems to create 2 different situations, one the ship is now stopped, and another where the ship did NOT stop and kept going into the night at the same speed and heading. Or maybe that it stopped a bit further out, or even a bit before, or that it's rotated in a different way, but in a different position.
So now we have multiple objects, the physical one we can see (the ship), and the one(s) we can't. If the wrong one is passed onto the turrets, they won't fire, because they're calculating based off an invisible object which is somewhere else, and may be too far.
This is a situation i've noticed several times before, during boarding preparations. I had a ship dead in the water, turrets and engines disabled, not going anywhere. When flying around it, sometimes the turrets started shooting, sometimes they'd stop, sometimes they'd shoot crossed - the right turrets shooting left, the left turrets shooting right, which makes no sense.
In some relative position to that ship, the turrets were shooting a point on space, completely missing the ship. So, for the turrets to fire and hit proper, i'd have to position myself so the target ship was between my ship and that point in space.
A bit of a workaround to this is target a surface element which is out of LOS, and turrets may fire there instead. But this doesn't work against Fighters and Frigates, so bummer.
I know the drill but can't, alike a similar post here from not long ago (dunno if you recall which one, but you confirmed that the OP didn't have any mods changing ships, guns or turrets), my save is also modded. I also have no mods that touch ships, guns or turrets in any way, VRO, ship packs, nothing like that.
modified or not, if you can track down that the problem is not mod related it could be within the core game... in that case you can always describe your observations as precise as possible.
mention your mods, that they ain't touching anything that is turret related and you should be fine to make a valid report.
only bad thing is.. you can not provide a save... but eventually a repro case by describing it.
i will ignore this clear violation of the rules for now... don't make a habit out of this.
For one when they are fleeing from the enemy they wouldnt fly thru the gate when it is just in front of them instead try to fly off to space hoping to lose the enemy.
Couldnt even force it to fly to the gate because the flee command overrides ANY of your directives.
Also in the Split Free Families
Rattlesnakes are having a party around the Hall of Judgement that cannot be destroyed so all of their sectors are just getting smashed by xenon without any defense