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posted on February 13th, 2012, 12:56 am
Right click on a vessel / map object:
Is it a hostile unit?
Yes > shoot it
No > ignore it
"A" key (+ click) on a vessel / map object:
Doesn't matter > shoot it
The difference lies in the previous query "is it hostile or not". The "a" key is a force attack, ignoring the attribute of a unit.
That's why you don't automatically shoot neutral map objects, or the ship stealing Ferengi Marauder, except with a force attack.
Is it a hostile unit?
Yes > shoot it
No > ignore it
"A" key (+ click) on a vessel / map object:
Doesn't matter > shoot it
The difference lies in the previous query "is it hostile or not". The "a" key is a force attack, ignoring the attribute of a unit.
That's why you don't automatically shoot neutral map objects, or the ship stealing Ferengi Marauder, except with a force attack.
posted on February 13th, 2012, 11:08 am
beserene wrote:Right click on a vessel / map object:
Is it a hostile unit?
Yes > shoot it
No > ignore it
"A" key (+ click) on a vessel / map object:
Doesn't matter > shoot it
The difference lies in the previous query "is it hostile or not". The "a" key is a force attack, ignoring the attribute of a unit.
That's why you don't automatically shoot neutral map objects, or the ship stealing Ferengi Marauder, except with a force attack.
nobody is disagreeing with you

also just like with transporters you can put the normal cursor over the ship in question and push a, and the attack will commence with no need to click the mouse.
posted on February 13th, 2012, 12:28 pm
Hey Myles, my reply was actually meant for godsvoice.
(of course you don't need the "(+click)" in FO)
Anyways, there's still a difference between just clicking on a unit (+attack), and doing a "force / manual" +attack through the GUI / hotkey.
See above.
Last but not least: why even arguing (so much!) about a feature from a patch that's still in development.
Better discuss new & shiny ways of using the line of sight
(of course you don't need the "(+click)" in FO)
Anyways, there's still a difference between just clicking on a unit (+attack), and doing a "force / manual" +attack through the GUI / hotkey.
Myles wrote:from my perspective, when you right click on an enemy, you are giving the same order as if you pushed a...
See above.
Last but not least: why even arguing (so much!) about a feature from a patch that's still in development.
Better discuss new & shiny ways of using the line of sight

posted on February 13th, 2012, 7:55 pm
My awesome meter just jumped. 

posted on February 13th, 2012, 10:08 pm
086gf wrote:My awesome meter just jumped.
Mine does with every single news-post

posted on February 13th, 2012, 10:28 pm
I'm waiting for Klingon news update.
Patiently.
I hope nothing is posted about them until just before it is released. Maybe a couple weeks - a month tops before.
Otherwise, it will be a very long wait.
Patiently.
I hope nothing is posted about them until just before it is released. Maybe a couple weeks - a month tops before.
Otherwise, it will be a very long wait.
posted on February 16th, 2012, 3:42 am
I did not read through the whole thread, admittedly , but after 2 pages, it seems that I have a possable solution for countering "Grey Mode Scouts".
On turrets and anything with an active gun emplacements have a manual button for "Active Sensor Sweep" that allows you to detect and fire upon all greys within range, for x number of seconds. Basically the same as an Active Sonar Ping in Sub-to-sub warfare. The Grey Scout can still Evade and move off, but if it doesn't move out of range it can be targeted.
On turrets and anything with an active gun emplacements have a manual button for "Active Sensor Sweep" that allows you to detect and fire upon all greys within range, for x number of seconds. Basically the same as an Active Sonar Ping in Sub-to-sub warfare. The Grey Scout can still Evade and move off, but if it doesn't move out of range it can be targeted.
posted on February 16th, 2012, 4:11 am
Yeah, I'd like this with a sensor turret involved.
I realize many sensor turrets are easy to get, but they generally aren't built in the beginning in favour of other stations, yards mining research. When they do come out on the board, I'd like a firing turret and a sensor turret working in unison to establish a lock on grey mode.
Grey mode is similar to stealth, so expectedly, it would be able to evade most average stations of stations and ships.
Admittedly, very close range to a ship or station should trigger a proximity alert, so I can see that.
But in general, something like cloak detect on all sensor stations to help out nearby turrets and SBs.
I realize many sensor turrets are easy to get, but they generally aren't built in the beginning in favour of other stations, yards mining research. When they do come out on the board, I'd like a firing turret and a sensor turret working in unison to establish a lock on grey mode.
Grey mode is similar to stealth, so expectedly, it would be able to evade most average stations of stations and ships.
Admittedly, very close range to a ship or station should trigger a proximity alert, so I can see that.
But in general, something like cloak detect on all sensor stations to help out nearby turrets and SBs.
posted on February 16th, 2012, 7:40 am
godsvoice wrote:I'm waiting for Klingon news update.
Patiently.
I hope nothing is posted about them until just before it is released. Maybe a couple weeks - a month tops before.
Otherwise, it will be a very long wait.
I, uh, wouldn't get your hopes up.
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