Turning to fire

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
posted on January 1st, 2009, 2:53 pm
I've noticed that since the patch that none of the ships seem to turn to fire anymore unless they have to move to reach the target.
This tends to be annoying micro management wise, since not all ships can fire all weapons backwards.
posted on January 1st, 2009, 2:56 pm
vessels on high movement autonomy should still turn to fire
posted on January 1st, 2009, 2:58 pm
seems they only turn when not ordered to attack
posted on January 1st, 2009, 3:14 pm
Just tested this again with the klingons and it seems even on high movement autonomy the ships wont turn to fire.
posted on January 1st, 2009, 3:59 pm
I've encountered this issue too with the Fed's. I always use high movement autonomy when attacking, but sometime my ships did not turn to fire, thus they only fired the phasers but not the torpedoes.
Dr. Lazarus
User avatar
posted on January 1st, 2009, 4:20 pm
Also note that a lot of us choose low movement autonomy. In fact I always set the shipyards to low autonomy so that they're all built knowing who the boss is. On high autonomy ships just wander off. Stay in formation dammit!!! (Bottom line: the ships should turn to fire even if they aren't travelling).

Maximus: "Come together - stay clooooose!! Lock your shields, stay as one!"

Image
posted on January 1st, 2009, 4:21 pm
I knotted this too. Some domain ships I had just stud still and had to me manually pointed to the enemy so they could use there energy weapon's.
posted on January 1st, 2009, 5:14 pm
yes, found the bug, thanks for reporting
Reply

Who is online

Users browsing this forum: No registered users and 11 guests