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Attack target attacks your currently selected target until it's dead or you issue new orders. Switching targets will not cause them to switch targets until you re-issue the attack target order (this does allow you to assign different targets to different weapon groups).
Defensive is the same as Auto-fire except that it will prioritize torpedoes over fighters over everything else, in that order. So if a torpedo or fighter comes into play, they will break off from their current target to deal with the new threat. Once all torpedoes/fighters are dead/gone, they will go back to shooting ships/stations.
I want:
Target Weakest
Target Closest
Target My Target
and I want them to dynamically change targets. If I switch my target the turrets should switch targets without me having to re-issue the command. Otherwise what is the point? Select target, hold shift, click turret group, click Attack Target, repeat for every group, every time you switch targets...that isn't convenient, expedient, intuitive, or useful.
if you make them coax, can they fire regardless of your ships heading? and then home on your target from whatever trajectory the coax puts them on? If so, thats kind of what I'm looking for now that I know auto target sucks so bad.
The neat thing about seeker turrets though, is that the missiles will seek whatever your target is, regardless of the direction you fire. So if you just target something and look in whatever direction will fire all turrets at once, the missiles will seek it, going through your own ship if necessary.
Auto targeting is primarily meant for use for turrets you have no intent to control. So if you put guns on the bottom, top, rear, front and sides of your ship, there's no way every turret can fire at the target you're looking at. Independent targeting in that case allows the turrets that cannot see your current target to fire on other things in the meantime.
I actually forgot that locking turrets into coax positions was a thing. The main drawback I'm having right now is tracking speed on these launchers (they won't fire until they rotate into the target position and the shots won't track unless you have a target locked), so that is probably the way to go.
Auto-fire will pick targets based on their distance from the individual turrets and whether or not the turret can even fire on it (clear LoS). As such, your ship can and will fire upon multiple targets. The only real issue with them is because of turret turn rates and how quickly our ships move and maneuver, they often have trouble keeping on target in combat.
Same concept as PDCs. You either dodge torpedoes with mobility or you shoot them down with PDCs. Shooting them down is really a large, slow ship concept. The same goes for auto targeting turrets, you use them on large ships that can’t just rotate to target mobile ships behind you. It’s generally assumed that you wouldn’t be maneuvering much with these ships, allowing the turrets to perform better.
Also, if you are ok with mods, look up the carrier commander mods (there’s at least two or three). They improve fighter AI and can even add an option for assigning one squad on loot pickup duty.
they don't do what I want, its closer than the base game though
I want to be able to just hit one button to command all deployed fighters without having a stupid movement disabling window on screen. I don't want to have to click through menus.
It should be as simple as: hit hotkey to deploy all combat fighters, hit hotkey to attack my target, (swarm kills target) repeat step 2
with the carrier command interface open you are unable to move your ship or select new targets...
I had a swarm of railgunners and lighting fighters that did pretty good damage but it was soooo cumbersome to use. Now I have a second immobile, hangar ship that I dock to my main ship and then deploy when I run into enemies. Still pretty micro intensive as I have to undock, go into F9 mode, select ship, attack all targets, then redock it after the battle.