Well, unless missiles launchers can remain online with the green ready-to-shoot light on without missiles, I think this is a bug. Have you ever been able to have a missile launcher ONLINE when you have no missiles?
Sooo....there is a missile count for enemies...good to know. Unless this is a bug.
Well, unless missiles launchers can remain online with the green ready-to-shoot light on without missiles, I think this is a bug. Have you ever been able to have a missile launcher ONLINE when you have no missiles?
Sooo....there is a missile count for enemies...good to know. Unless this is a bug.
Enemies spawn with a number of missiles, and when an enemy ship runs out their missile launcher has the green light on but stops firing. You were very lucky that enemy ship ran out right when you have 1hp left.
Well, unless missiles launchers can remain online with the green ready-to-shoot light on without missiles, I think this is a bug. Have you ever been able to have a missile launcher ONLINE when you have no missiles?
Sooo....there is a missile count for enemies...good to know. Unless this is a bug.
Enemies spawn with a number of missiles, and when an enemy ship runs out their missile launcher has the green light on but stops firing. You were very lucky that enemy ship ran out right when you have 1hp left.
It isn't a bug. Unlike player ships, enemy ships do not automatically set empty launchers to [off] when they run out of ammo. And unlike player ships, they really don't need to even if they did. Enemy ships, aside from auto-turrets as of this version, have more than enough capacity to power everything they are equipped with. The only time this could possibly come up as an issue for enemies is during an ion storm in a nebula, and even then, the enemy usually has far more power generator capacity than the player. So they still have more stuff online than you will most of the time.
Now, if this was to be corrected, I would suggest ships with more than 50% of their weapon power dedicated to launchers suddenly decide they need to run away when they run out of ammo, at the very least. Going the extra mile would probably require excessive work. That's assuming anyone would want to correct this.
Though, to be honest, after confronting a Cruiser with a Simurgh missile launcher, a stupidly powerful Ares missile launcher, an Ogre missile battery. and a burst laser 2, I'm kinda thankful when enemies run out of ammo. Even saying this, that particular enemy had about 20-30 shots with all those missile weapons before it ran out. I'm just lucky the thing only had system repair drones, or that would have been the end of that. Killing it was also a late-game quest objective... Wasn't fun.
Unless you put most of your power into Engines like I do, enemies like this are guaranteed to kill you long before they run out of ammo (no drone can keep up with this level of firepower). Coincidentally, it is because of enemies like this that Engines are the most important defensive system on the ship, in my opinion, and defense drones are so awesome. And now I'm going off topic, so let's end it here.
PaladinGreco wrote:It isn't a bug. Unlike player ships, enemy ships do not automatically set empty launchers to [off] when they run out of ammo. And unlike player ships, they really don't need to even if they did. Enemy ships, aside from auto-turrets as of this version, have more than enough capacity to power everything they are equipped with. The only time this could possibly come up as an issue for enemies is during an ion storm in a nebula, and even then, the enemy usually has far more power generator capacity than the player. So they still have more stuff online than you will most of the time.
Now, if this was to be corrected, I would suggest ships with more than 50% of their weapon power dedicated to launchers suddenly decide they need to run away when they run out of ammo, at the very least. Going the extra mile would probably require excessive work. That's assuming anyone would want to correct this.
Though, to be honest, after confronting a Cruiser with a Simurgh missile launcher, a stupidly powerful Ares missile launcher, an Ogre missile battery. and a burst laser 2, I'm kinda thankful when enemies run out of ammo. Even saying this, that particular enemy had about 20-30 shots with all those missile weapons before it ran out. I'm just lucky the thing only had system repair drones, or that would have been the end of that. Killing it was also a late-game quest objective... Wasn't fun.
Unless you put most of your power into Engines like I do, enemies like this are guaranteed to kill you long before they run out of ammo (no drone can keep up with this level of firepower). Coincidentally, it is because of enemies like this that Engines are the most important defensive system on the ship, in my opinion, and defense drones are so awesome. And now I'm going off topic, so let's end it here.
Well, a group of drones could keep up, but we're talking 2-4 defense drones here. Nasty.
Side-Note: Enemy missile ammo capacity actually varies, depending on enemy class. Civilian ships don't carry a lot of missiles. Dedicated warships and station can endure prolonged fighting till they run out of ammo.
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May I use the Union Shipyards name, as a Federation Corporation? I'll even add in an event where you meet the Union Shipyards Director of Design, Sleeper Service
Oh yah, now we get cross mod lore references. Union shipyards is of course part of the Trade Union, a potential quest giver in CE. Use whatever you like from CE.
You know, I've been alterning between raw CE and sMPK, and I've gotta say, you should consider using an AI crewless Vortex too. It's a freakin' lot of fun: on the plus side, you don't need to divert power to oxygen at all: your created holograms will do just fine, and you won't need to expend on doors either, since most invaders will asphyxiate before they can do considerable damage. And when you don't have crew, or a very expendeable one, there's no reason not to engage the giant alien spiders!
On the minus side, if you end up retiring your AP drone in favour of more offensive toys, then enemy boarding drones are a huge menace, even if you don't have to worry about the breach, and holograms are quite vulnerable to missiles and AP weaponry. Finally, and to compensate for the auto-pilot, you don't get any manning bonus on any station until the manner levels up.
It offers a very interesting playstile. And the best part is, no worries whatsoever about fires!