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There might have been something blocking the missile path, or lack of a resource? I need to make this clearer. Thanks for the feedback.
Tim
Once you get a good lineup, all you need to do is E.
Also, you can Control-1 through 9 and set groups you can then press 1 to select whole group .. so you just lineup some shots on a few groups and rotate 1, e , 2 , e, 3, e (etc)
That E tip works well. And, I'll try that 1-9 thing. Ta.
I'm sure I'll get this with more practice. And I've been playing co-op on one fort with a friend, which is pretty fun having to delegate stuff.
Hope it's all running smoothly, let us know if you have any other questions.
Tim
Enjoying the game, Tim, MP and the campaign.
Good job, Meghann!
Because there is no auto fire, using smaller weapons is pointless, because you are wasting resources for trying to micromanaging the smaller weapons which could be use to rush a cannon or laser. In most of my 1vs1s and non-co-op games, I always rush cannon or lasers.
So this game is usually a race to who get a cannon or laser first.
Just allways set 3 gunners each into a group and press 1 -> e ; 2 -> e ; 3-> e ; 1-> e ; 2 -> and so on, constant stream of bullets.
Auto fire won't change the resource cost of using mid-tier weapons, only management time. As mentioned, auto fire makes building frustrating as resources are used at unpredictable times. It doesn't seem like a satisfying solution to reducing the effectiveness of the late weapon rush.
It was expected that players would strain the game balance. We are planning some changes to make the cannon/laser rush less effective, so stay tuned.
Cheers,
Tim
Also auto fire should not auto aim for you, you would still have to aim it and then just toggle it on to keep fireing at the established angle.
This addition would mainly make using morters and other small arms like machine guns alot more worthwhile as they reload pretty frequently. I don't see how this could make it less fun, if anything it would make it less annoying if you want to keep the pressure up.
Also looking at utube-lets-plays the game seems to need more defensive building options against big weapons.
Its great that your considering it, also I could suggest a 'random' setting aswell, which could fire the weapon at random intervals to keep it unpredictable.
Using auto-fire could be a risk- reward thing aswell, people won't use it if their weapons start getting sniped because of the doors being predictable, it is mainly usefull for mortars aswell as machineguns when the enemy has no way of defending themselves yet.
Its theoretically possible to line up Miniguns or Mortars so that they hit the same exact section of wall giving them better damage-penetration per attack cycle, you are better off just using Cannons, Lasers, and Missiles for that. Miniguns and Mortars are better suited for delivering withering fire across the whole of the enemy fort, ensuring they need to constantly repair everywhere and suppressing their weapons.