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Broadside Tactic (really a wishlist)


Steve Schacher
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I was going to put this in the Development Suggestions folder, but on rereading it, it sounded more like a tip (although it would be nice to see the ATTACK order processing changed).

Currently, assigning ATTACK orders (or DEFEND, FLY-TO, and ESCORT) causes your ship to fly straight towards the target vessel. Often, this results in collisions (I know, the flight dynamics are being revamped).

As a suggestion, it would be nice to see ATTACK orders set up a broadside run where the BC heads to a point about 3-5 clicks off the side of the target vessel instead of directly towards it. Furthermore, orient the ship so that its port or starboard side faces the target ship to allow all turrets to fire.

I currently do this manually. I wait until the ship comes out of hyperspace and then switch off the autopilot. I then match speed with the target ship and try to keep it on my side as I slowly circle around it.

It seems like the current head-on strategy assumes that the IOD is the main weapon, but I find the PTAs to be more useful for ship-to-ship combat.

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Guest CMDR. _JOHN- BLACKHAWK

Hey, what version are you using? I just upgraded to version .09 and I am still having that problem.. And although I see your point about the turrets I think the reason that I still favor the head on approach is that the turretts while accurate and have the ability to concentrate fire power, they lack the range of missles, and if your engaging multiple targets I always like to pop a few missles off at the small fry to keep them off my back. But I do like the Idea of multiple attack profiles, in a pull down menu, attack>>broadside,head on, strafe, standoff that sort of thing where the distance to target after jump is dictated by attack profile, closer for broadside farther away, for standoff attack, or even an order that automatically launches fighters as soon as you come out of hyper...

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I am running version 2.09. Collisions are a fact of life with the current flight dynamics. Things happen too fast for the algorithms to adjust. I let the AI get me close, and then I switch to manual and take it from there, except for stationary objects which the AI seems to handle OK.

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