Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- Select a subsystem so it focuses on that and destoys it, i usually start with shields then engines then weapons.
- No shields, hit attack Hull and it will just pound the ship to dust...
I never worried about range on this game since the ship will move into range when you give it the attack order.
I noticed the same behavior with allied ships. That first escort mission where all the transports are pulled out of subspace and you have a NPC ship "helping" you. Sometimes he fights, sometimes he doesn't. He just goes straight into the enemies and take a pounding before even firing a shot. (making the mission all that much harder).
I never figured what causes this but I finished the game nonetheless. Mostly by saving reloading until the game decided to "work" properly.
manually targetting works when ships are in range and in the correct firing arc.... however it depends on the type of weapon generator you have AND power generators on the ship as you need to increase the power to the weapons on the power control. example on mission of disabling the lost escort ship i had all lasers and the raptors couldnt get through my shields and i was disabling their 3 ships with my laser in different directions. hope this helped :D
You can also get something that allows your ship to turn more quickly, so your lasers can get into firing positions more easily. All the placement of weapons as well can be tricky because of this - having lasers collected around the bow will increase the potential to get one and a half of the two pairs to fire all the time, for example.
The other issue that the game has is that most of the weapon batteries are arrayed in such a way that your railguns in the first battery might be ventral fore and dorsal aft on the ship, so the ship will both try to protect systems so the crew can repair them and bring weapons into range without understanding how things work. Each ship can have up to 8 batteries of up to 8 individual weapons, though I think the only ones that do are the AA lasers, only 1 gun per battery can be live at once, even with 200% charge.
For an example loadout (ripped from a walkthrough), here's the Angelwing:
2x Energy Shell,
2x Sliver Gatling Gun,
1x Uranium Gatling Gun,
2x Laser Ring Flak System,
2x Electron Cells,
2x Spark Fighters
2x L2 Fusion Support Generator
With this set up it has 2 flaks, which I believe are the only 8 'gun' batteries, 3 gatling guns (2 guns per battery) and 2 energy shells (2 guns each) for a total of ten guns scattered along the hull. Most weapons have a refire rate which will last as long as they're 100% power, at 200% they're better, but it drains reserves in the electron cells (batteries). In the fight in this mission there's roughly 5 enemy ships and only 4 guns will be really viable until the shields fall (at which point you need to designate to attack the hull, which was an annoying design choice) and even then only the two closest to the target will fire, though with 200% power, the energy shells will switch to the nearest shielded target while the gatling guns hammer the targetted ship.
If you're having trouble in a mission with killing ships rather than 'mission killing' (disabling) them, it might be a point to switch weapon loads, provided you're not in a ghost mission, though you only have the ghost ships and can only disable. Also ship facing plays a role, just as you can only fire guns closest to a target, you can also only pop devices if you've a line of fire. Hostile ships will spin to prevent their devices being destroyed and it's quicker to spin in place than orbit to keep a line on the target, so they might not be able to see their target and are maneuovring to shoot it while you're seeing them doing little.
The best results come if you use the manual control rather than the quick F-key anti-shield/anti-armor settings.
If you still cant do it, try taking out the ships engines especially if it has a combat drive as that makes them spin about and so makes it very hard to target subsystems but the drives are easy targets to hit
Scoured all the manuals and info and hints but nothing worked. My weapons did like minimum damage while enemies did normal damage with same weapons.
Since the game might have been "pirated" *krhm* i bought the real game, but totally same bug.
Easiest settings seems to change into hardest setting or something and after the bug happens, all the setting are experiencing same bug.
Dont know how to fix.