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One trick to deal with this is to place your destroyers a few km above or below the station's plane in order for them to get firing lines to all of the station's modules without having to maneuver.
It was mostly OOS though.
Your flak are short range, and they theoritically can fire at the station, since it's allowed (missiles first, if there are no missiles, stations are fair game). So, the ship is trying to get into flak turret range.
To prevent that, my short range captial turret (IE flaks, basically) are set to target fighters only.
AI can still derp around, but I had much less issues ever since I did it, it's night and day.
So in your case turrets might have focused station drones but since plasma don't want fire at these something got broken in entire Syn attack logic.
I put the guys in position. Set the plasma turrets to attack my target. Pewpewpew. Set the turrets to prioritize capital ships. Turrets go offline. They won't shoot, at all.
Actually, that's exactly how they all died, leaving the station at 100%HP. Coordinated attack only cares about final position, it does not care about flying into danger and it locks the weapons until everyone is in position. Capital ships take about half an hour to get into position, so they just die.
That sounds dumb enough to be real. I'll give it a shot, but it still sounds bad. How are turrets supposed to be missile defense/fighter defense, but not completely ruin the ship AI? I guess it doesn't matter because I'm adding pure anti fighter support ships anyway.
I dunno. The only attack command that actually works is move to position, then delete all orders. Every other thing the AI attempts is an active downgrade over finding a spot and sitting perfectly still. That's literally how players use their capital ships vs. stations, they park and turrets go brr. Line ships are supposed to "line up" and shoot.
Short range weapons should focus missiles/fighters/whaetever only but never be able to engage capitals (don't do "fighter first" do "fighter only" instead).
That way they keep doing what you want them to do, but won't interfere with the ship AI. And it's not like you're going to miss those flak turrets firepower against a station they are too far to shoot anyway.
In the end, it's all the same result for you, minus the AI derpiness. Flak shoot missiles/fighters (whatever), plasma shoot capitals. Obviously, adapt it depending on your loadout.
Having said that, I'm not really convinced that this is that much of an issue, especially given the destroyer pilot AI's propensity for blundering into range of a station's turrets even with a 4+ km range advantage. Sure, it might be nice if my AI-controlled destroyers would deliberately maneuver to bring their L turrets into action when it's safe to do so, but on the other hand I probably don't want them to do so when it'd expose them to return fire from an immobile target that they ought to be able to bombard safely with their main guns, I'd generally prefer my big expensive ships to be overly-cautious than dead, I definitely don't want the added hassle of going through each of the ships I'm using for a station assault toggling turrets on or off or changing targeting mode, and while L plasma turrets' damage contribution is not insignificant it's also not enough that I'll really miss it if my AI-controlled destroyers aren't maneuvering to bring them into action, especially if I'm at a stage of the game where I can just throw more ships at a problem.
You set them to "attack fighters only" or "attack missiles only" depending on what you want the turrets to shoot, and then you complain because most destroyers don't have enough turret groups - or, for that matter, turrets - to cover either role (let alone both) more than marginally adequately, especially if you want to reserve the L turrets for the big targets.