Fleet Operations 3.1.2

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posted on June 4th, 2010, 5:59 pm
Actually I don't think so.

  I have not figured out a way to get them to NOT-fire but still repair my allies ....  I think that could only work if the Devs made the repair beam a special weapon like the Shield Recharge on the Support.  Then you could set it to green alert to avoid combat, but high Special Weapons Autonomy in order to use the beam while not in combat.
posted on June 4th, 2010, 9:50 pm
If you set to Green Alert, and use High Weapons Autonomy and High Movement Autonomy they will always ignore combat vessels and repair your own. However, there is a bug, so that if the Newtons are fired upon and with no nearby ships to repair, they will sometimes chase those enemy vessels.  B)
posted on June 4th, 2010, 10:04 pm
hahah that's good to know.  I've tried several combinations of settings ... though ... erm ... I suppose I wasn't really paying attention to the results :lol:.
posted on June 5th, 2010, 10:57 am
Newtons give me a hard time... everytime I build one, it disappears after a short time...

Yesterday I found another bug, while trying to make a stand against multiple AI: If they attack you on nirvana 2 and retreat through the wormhole, you can follow them and kill them all - they don't fire back.
posted on June 5th, 2010, 11:48 pm
i found out oos problem, it seems when a ship enters a wormhole, the game goes oos


i couldn't fidn the 3.1.2 topic for errors sorry...
posted on June 5th, 2010, 11:57 pm
yes wormholes are being investigated by devs for oos issues. the current theory is that oos only happens on boggz maps. unless u have found oos of another map. if so definitely report it
posted on June 6th, 2010, 8:34 pm
Another request, which for sure isn't new: When I tell one of my ships to destroy another ship, which is on the run, my ship just sneaks upon weapon range, stops and fires. Enemy flies away and ship follows, but waits unti weapons are out of range till it persumes.

On the other hand, ships use to fly to near to stations and do not use their full weapon range, which is a desaster, when playing with defiants for example.
posted on June 6th, 2010, 10:34 pm
you're right, neither of those is new. both are annoying.

there's a workaround for the first problem though.

dont click the vessel you want to attack, click empty space far in front of it, your ship will then move uninterrupted towards the ship and auto fire (if on red alert) several drawbacks with this:

1) only works on red alert
2) ships will fire according to ai priorities, ie it will target the most damaged ship, then the weakest defensively. which is usually what u want as u are running down a damaged ship. no sense firing your last few shots on the ship with full shields lol
3) u need to click far ahead to get uninterrupted movement, if they change course u will have to give another order, which is annoying. sometimes when giving a move order the ship will stop, then start again, meaning u lose them.
posted on June 7th, 2010, 3:05 pm
Last edited by Nebula_Class_Ftw on June 7th, 2010, 3:09 pm, edited 1 time in total.
xtlc wrote:Newtons give me a hard time... everytime I build one, it disappears after a short time...

Yesterday I found another bug, while trying to make a stand against multiple AI: If they attack you on nirvana 2 and retreat through the wormhole, you can follow them and kill them all - they don't fire back.


In online play it seems noone wants to destroy my Newtons (maybe they're more worried about those Excel IIs), so I actually keep them around for a while until I get in a huge point-blank fleet battle. I think my Newtons aren't going and fighting the enemy actually, which is nice (I set them to green alert.)

Main reason I ever lose Newtons is that when selecting a fleet with the box-select method, all ships with weapons are selected, even scouts and repair ships. I would really love it if in the next patch repair and scout ships weren't selected along with combat vessels so that I could form fleets without individually moving those ships away. Another possibility would be an option somewhere to choose whether to include Newtons and scouts when selecting fleets, so that players more used to the selecting won't have to worry about a major change to fleet-selecting.

I've had the same problem, even another AI came in and fought the ships that fled. The ships that fled through the wormhole were Romulan.
posted on June 7th, 2010, 3:27 pm
this thread appears to be going more and more off topic, im partly to blame for that lol. this isnt a bug reporting thread. there is another thread specifically for that.
posted on June 8th, 2010, 10:06 am
I would like to personally request that in the next patch, can you guys push some borg gameplay changes to the top like the experience system or assimilation revamp? Just would really like some new Borg stuff besides imba dodecs :)
posted on June 8th, 2010, 10:50 am
The Borg just got some love in 3.1.2 :) Klingons and Romulans are next
posted on June 8th, 2010, 11:31 am
Optec wrote:The Borg just got some love in 3.1.2 :) Klingons and Romulans are next


:D :D :D yay, time to engage our cloaking devices :cloak:
posted on June 8th, 2010, 12:22 pm
:crybaby:
posted on June 8th, 2010, 12:42 pm
lol borg already got attention last patch, every patch cant focus on the same race.
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