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Ilmoita käännösongelmasta
Which version are you playing? It sounds like you are playing an old version or use a mod which is not compatible and overwrites actual changes as a reason for your problem.
Since 0.199.1 (Christmas Update) each rocket launcher holds up to 400 rockets!
While you only need to add 40 rockets into the launcher, as each rocket gets multiplied by ten when being added.
https://steamcommunity.com/sharedfiles/filedetails/?id=3403741133
So you even only need to hand-craft 4 missile kits to stock one launcher, as each of them results in 10 missiles too. If you use auto crafting in the workbench it's 8 missile kits as they only result in 5 missiles per kit.
So everything got already eased massively.
One launcher holds enought rockets to defend one storm, while I don't know if it's targeting fast enough for each meteor, to be absolutely safe on it's own. But I think, LukaszP described in his announcement a test setup which only had one launcher which worked fine for him.
I already refered my test setup with 3 launchers, that's a total with 1200 rockets. My setup also consists of a redundant accu pack only for the launchers, which are powered from the main accus of my base, but charging has even higher priority than supplying the base, just to make sure that an accidental hit onto my power supply or any other power shortages won't drive my defense system unfunctional.
Do you think building the launcher itself is too expensive or are you talking about the additionally needed missile kits too?
Once you got at least a mars truck and a small crusher, it's quite easy to get the ressources by mining rocks. I can understand you sparing as much ressources as possible as long as you need to transport all of them in your inventory ('cause it's less efficient in the outcome).
But if you are not only talking about the building itself, but you're talking about the needed missile kits too, did you consider these changes that there are far less missile kits needed now?
When all was done, 3 buildings had damage and 5 missile launchers were damaged with 4 of those, destroyed.
Darn good shooting for those meteors. The majority of the missile launchers barely fired at all. Stealth Meteor technology?
I added 10 more launchers and gave the ADA more depth.
Perhaps you are correct, just turn it off. Next time….
As I already told, 3 launchers are more than enough ... 6 launchers distributed over two opposite locations of the base result in one location being idle most of the time, because the one closer to the player does everything almost alone.
If you have that much problems with 10+ launchers, there is something wrong ... either it's something you miss yourself, it's a failure of you using outdated mods (or game version) or there is some bug which happened.
But since you refuse to give some detailed insight into your setup, we won't find out.
So do a bug report and let the dev's find out.
I’m sorry, here are more details for you. I start with launchers at the four cardinal points. I added in an additional four launcher between those four points so there is a circle of launchers around the base. As my base grew in one direction, I added several more launchers beyond the circle. After the meteor shower, I doubled up on the outermost launchers. The ADA system is on separate power system and I do have an antenna (radar system?) in the base.
Without being able to see some map showing missile coverage on the tablet, it’s difficult to tell if you have adequate coverage.
I think range is only limited by the speed of the missiles and the speed of the meteors ... the one who hits first does win.
I never had a hit on my remote locations (wells, big mine) about 1000 meters away ... I think that's just outside the area where storms do happen.
I had single hits onto my big mine about 500 meters away, but it always was only damaged, not destroyed ... but it's more durable than other structures, so if you have a really big base, are such remote parts hit? My base is indeed kind of compact, just the necessary buildings I need ...
In my experience, the closest launcher fires a missile towards an meteorid when it spawns. Even if it would be more efficient to launch it from some launcher near the estimated impact. Launchers aren't that intelligent (yet? - most likely there is no need for a radar for intercepting, while that would be a nice extension to make launchers more intelligent).
As storms focus on the player, it's the launchers near to the player who get to do the job, if others are far away (as my mentioned idle launchers on the opposite of the base, while I stay to the other one).
edit:
As far as I understood, you spread single launchers all around your base? If so, you could try what happens, if you double them even if you deconstuct some others so the amount of them stays the same?
edit2:
Did you check, after the storm, which launchers shot how much missiles? And where have you been during the storm? At one place or did you move around?
The only change that was added recently (after my last bigger post) is delaying meteor shower and during the tests it worked fine. Player should have enough time to unlock launcher and prepare at least a few rockets.
I'm sorry, i wrote this in a way that suggests that meteor shower doesnt occur until player has enough missiles, its not like that. Its just delayed in time.
What is werid in this case is that even on madman mode 12-13 launchers, fully loaded should deal with meteor shower easily.
Just to clarify, you are talking about disabling only meteor storms in sandbox as we already discussed weather events can be disabled already in sandbox while weather events, including meteor storms, in story mode happen by design for the lore.