War Tech Fighters
Gunheart Aug 17, 2017 @ 9:59pm
Not a fan of the auto-firing missiles.
As it stands, they basically make energy management a pain since your careful use of your main weapons can still result in a signifigant energy drain just for keeping the target in your sights, as well as rob you of a much-needed execution attack by blowing up the target after you've knocked it down below the threshold to trigger it.
Originally posted by manliogreco:
Just to let you know that in the next content update the missiles launch has been changed to match the new features and it's no more automatic.
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Showing 1-14 of 14 comments
manliogreco  [developer] Aug 17, 2017 @ 10:44pm 
Thanks for your feedback.

How do you think it should be handled?

Both with keyboard and controller?
Gunheart Aug 17, 2017 @ 11:04pm 
Basically, what we have now, but with an On/Off switch. I'm thinking perhaps using a face button on the control pad ("B", as far as I know, isn't used for anything during missions) and Z on the keyboard to activate/deactivate the missiles. When active, they work as they do now. When deactivated, they simply won't fire. This way the gameplay/controls can remain for the most part unchanged (I understand auto-firing missiles were likely to make things as controller-friendly as possible since the other triggers were used up and taking one's thumb off the right stick in heated combat would be inadvisable), just with some additional control over our War Tech's weapon systems.
Last edited by Gunheart; Aug 17, 2017 @ 11:07pm
manliogreco  [developer] Aug 17, 2017 @ 11:11pm 
Thanks for the idea.
We'll evaluate it together with all the other features that will come in the next updates
KEV1N Sep 26, 2017 @ 4:24am 
It wouldn't be so bad if they didn't drain so much energy and could actually hit something half the time.
manliogreco  [developer] Sep 26, 2017 @ 7:06am 
There's a research project on the R&D deck to reduce the energy cost of missiles launch
Gunheart Sep 26, 2017 @ 8:16am 
The cost of said research is prohibitivly expensive compared to simply upgrading your energy reserves by saving for better parts, and the actual benefits are unclear; are they additive, so by the time you've bought the Evo II version, the reduction is 17%? Or do I have to pay roughly 5000 in resources for a mere 10% reduction, total?
doms3d  [developer] Sep 26, 2017 @ 10:34am 
Parts with energy bonus increase the total amount of energy your War Tech has.

Research projects seem to cost more in proportion but you have to consider them in perspective.

With initial weapons the energy cost for a single shoot is low so 10% of reduction is a little difference but with more advanced (and powerful) weapons the energy cost for shooting increase drastically, so a 10% of reduction let you shoot longer with the same amount of energy.

A War Tech part is useful till you decide to upgrade it a research project lasts till the end of the game and (since is based on percentage) rises its effect with the War Tech evolution.
Gunheart Sep 27, 2017 @ 1:25pm 
Okay, even after buying all the energy reduction upgrades for missiles, they still eat through my reserves, and it still hasn't solved my initial issues.

For example, I have a group of enemy fighters lined up in range of my main gun. I open fire with it, destroying each fighter in a single shot...but my missiles fire just as I shoot at the last one, wasting energy as they fly off towards a target that doesn't exist anymore.

Or I've taken serious damage, and need to perform a finisher on one of the large corvettes for some fast health. I carefully bring down its health with my fast weapon, but then a missile barrage launches, and destroys the enemy ship before I have a chance to go in for the execution, robbing me of a much-needed health boost.

Also I've had cases of trying to let my energy meter refill while holding off enemy attacks with my shields, only for the missile launches to slow down the process since I have to be facing the enemy for the shield to work, anyway.

It is seriously frustrating that one of my weapons basically has a mind of its own that's constantly sabotaging my efforts instead of aiding me. While they can indeed be useful, having the option to disengage them when I don't need them would be a major benefit.
doms3d  [developer] Sep 28, 2017 @ 6:49am 
We've already increased the effect of the R&D upgrades in the last patch update following your suggestions.

Please consider that you can re-orient missiles if the original target has been destroied by targeting another objective.

Moreover in the last update you'll find a new missiles targeting mode you can switch whenever you want. This new targeting system let you shoot missiles to multiple targets on screen instead of a single objective.

Thanks again for your support and your feedbacks.
Gunheart Sep 28, 2017 @ 11:43am 
I tried it after the update. R&D lab gave the new totals, and I tried out the new missile targeting system.

I still find myself constantly running low on energy, even with a high-energy build, because it's almost impossible to budget your power usage with these things firing on their own. And the new targeting system doesn't fix the problem of missiles finishing off targets I intended to execute for health.

Since the ability to switch targeting modes is now in place, perhaps it should go one step further and give us the option to turn them off completely.
A developer of this app has indicated that this post answers the original topic.
manliogreco  [developer] Oct 14, 2017 @ 1:54am 
Just to let you know that in the next content update the missiles launch has been changed to match the new features and it's no more automatic.
Homeschool Nov 11, 2017 @ 9:22am 
maybe make missiles firing a toggle..... AUTO/MANUAL. Auto-Firing has it's place.
Gunheart Mar 6, 2018 @ 7:46pm 
I realize this is a late replay; only started playing again as of the Black Sails update, BUT I just wanted to thank you for this change. I've started my save file over and even early on, energy management has gotten much easier, and manually firing missiles has made them considerably more useful now that I can fire them exactly when I have the perfect shot lined up. Everything feels a lot more natural now and it no longer feels like I'm fighting with my own weapon systems.
SukiLycaenion Mar 11, 2018 @ 12:52pm 
ohh this is nice esp since I like to use a heavy type with warhead set and that shield that recovers 2percent hps
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