Forts
Auto-fire?
Apologies for the silly question, but is there a way to set up mortars and, I guess, other weapons so they auto-fire every time they can?

I keep getting obliterated because I'm trying to precisely aim stuff and can't do it fast enough. Even just getting the mouse to repeat where the previous shot was takes time.

Also. On one map I had missiles and a sniper and the sniper couldn't paint the target, but I got no feedback as to why. The door was open. The sniper could fire otherwise. Any ideas?
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Showing 1-15 of 26 comments
[DEV] BeeMan  [developer] Apr 24, 2017 @ 5:59pm 
Hey mate, we tried auto fire offensive wapons and found it not fun at all, ruined the game balance, caused unpredictable use of resources, and wasn't satisfying on victory. Have you tried hovering the mouse over a weapon and pressing E (don't have to select). Also double clicking works.

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
PH4T3 <*.*> Apr 24, 2017 @ 6:31pm 
Yeah the E tip is a pro tip!
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)
Hi Tim. Meghann here, from PCPP. I'm not usually known on this username. (But, I've met Forts people a bunch of times.)

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.
Last edited by The Incredible Machine; Apr 24, 2017 @ 7:33pm
EarthWork Games  [developer] Apr 24, 2017 @ 8:14pm 
Ah, nice one, Meghann! I feel like I should have recognised the handle.

Hope it's all running smoothly, let us know if you have any other questions.

Tim
76561198352799140 Apr 24, 2017 @ 8:26pm 
for the sniper if it was upgraded the paint target only works for the normal one
Actually. I think it was an upgraded sniper, cheers. I didn't get that, somehow.

Enjoying the game, Tim, MP and the campaign.
EarthWork Games  [developer] Apr 24, 2017 @ 9:00pm 
Thanks The Ruby Blade, I've got to remember to point that out!

Good job, Meghann!
FlowerHugger Apr 25, 2017 @ 4:14am 
Originally posted by DEV BeeMan:
Hey mate, we tried auto fire offensive wapons and found it not fun at all, ruined the game balance, caused unpredictable use of resources, and wasn't satisfying on victory.
Tim

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.
TzeroX [AKA] Apr 25, 2017 @ 8:24am 
If u got used to it u can actually try to manage a few gunners (5-9), spamming the enemy consistently while u build up your stuff and make him repair nonstop.
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.
Last edited by TzeroX [AKA]; Apr 25, 2017 @ 8:24am
EarthWork Games  [developer] Apr 25, 2017 @ 5:08pm 
Hi [82DK] Awoo Flower,

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
Jase Apr 26, 2017 @ 12:59am 
Originally posted by EarthWork Games:
Hi [82DK] Awoo Flower,

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
Thats why a simple on/off toggle would work great, players should only turn on auto fire when they know they have enough resources to sustain it and build at the same time,

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.
Im interested in buying this game if it would have the below mentioned auto-fire-button feature :-)
Also looking at utube-lets-plays the game seems to need more defensive building options against big weapons.

Originally posted by Jase:
Originally posted by EarthWork Games:
Hi [82DK] Awoo Flower,

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
Thats why a simple on/off toggle would work great, players should only turn on auto fire when they know they have enough resources to sustain it and build at the same time,

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.
Last edited by General T.Montana Tropic Thunder; Apr 26, 2017 @ 1:33am
EarthWork Games  [developer] Apr 26, 2017 @ 3:07am 
We will place it under consideration. It might be worth having three settings (off, slow and fast) so the rate of fire can be tuned a little. Only firing as fast as possible is likely to be problematic, and for some weapons be too predictable, doors being open often and then being destroyed, as well as being a drain on resources.
Jase Apr 26, 2017 @ 3:18am 
Originally posted by EarthWork Games:
We will place it under consideration. It might be worth having three settings (off, slow and fast) so the rate of fire can be tuned a little. Only firing as fast as possible is likely to be problematic, and for some weapons be too predictable, doors being open often and then being destroyed, as well as being a drain on resources.

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.
Last edited by Jase; Apr 26, 2017 @ 3:31am
robofish126 Apr 27, 2017 @ 5:55pm 
Auto-Fire is easy, just press Tab-E-Tab-E, or if you have control groups, 1-E-2-E-... ad infinitum.

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.
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Date Posted: Apr 24, 2017 @ 4:57pm
Posts: 26