![]() ![]() finall upgraded configuration i took on 12 fighters in a group and won taking minor hull damage during the apex of the fight. i fly tward the enemy and begin figing at about 1k out and do masive damage per second ususally droping the shield and damagign the hull of the fighters in less than 2 seconds. My ship main attack config is particle repeater and 1 equalized shield and one behimath.gives large shield stength and decent regen speed. or if you saved before hand just bring a defence office back with you when your bringging the captin and he/ she willl help blast those fighters. i think your in defrees if your talking about a hijacked freighter, so you should have been offered cheap shields by the terrians.but if your defending your own ship it has a large frount door, go hide there point your guns out and wait for the fish lol. This matches with XR 4.3 combat scripts and won´t work in earlier versions.I personnally like the particle repeater. Player caps and friendly cap NPC's will stop shooting at target`s hull immediatly if it's is boarded by the player. Drones will if their target is destroyed check with their DO for a new one before returning home. Capship wingmen wil "inherit" their leader DO offensive/defnesive (might take some seconds before they get the memo). Will not fire the "big guns" except on stations and XL ships. Within the 7.5km range defense-drones will take over and will support close-combat with target-priorisation as above.īe warned: Only use Assuault URVs when hunting in the wilderness.they may cause a massive amount of friendly fire. They will bombard the hull with their torpedos. Action and strategy combine in thrilling combat, now made even more exciting thanks to the addition of new team-based abilities From flashy, action-packed fights to slower, strategic battles, this game offers ways for players of all types to enjoy fighting enemies. They are like a long-range first-strike weapon. Next, we’ll look at the battle system in FINAL FANTASY VII REBIRTH. ![]() L/XL ships will launch Assault URVs against L/XL ships and stations if they are more than 7.5km away, within a 35km range and DO is in offensive mode. Launch-frequency for assault drones is a bit lower. Frequency of dronelaunch is depends on DO´s skills. Limits the defense-drone targets to be within 7.5km to avoid drones wandering off. Changed hull and on player-controlled drones and added shields. Changed model of Assault URV to combat drone model and added torpedo launchers. All drones have more hull and shields added. Target priority logic for turrets (fighters -> cap surface elements -> hull). While the universe stumbles towards an uncertain future, countless adventures await as new enemies rise in search of power. Line of sight check for surface elements on cap ships. Community Hub X Rebirth In the distant future, the X universe faces a period of profound and irrevocable change. Bad DOs won´t detect targets that often and have a lower chance to detect surface elements and drone targets. It changes targeting logic for the defense officer AI on all capital ships. I suggest to use this mod in combination with CES: I did not have much time for testing, so please report bugs. The last Update is a quick rewrite for XR 4.3 ![]() Is not intended to be used with MICT/MCT. Compatible with LostSectors -> You will have to edit the "content.xml". Compatible with CWIR 1.65 if "./extensions/cwir/aiscripts/.xml" and ".leader.xml" is deleted. Compatible with Autotrain -> additional files needed: Please report if you see something strange. AI scripts & overhauled drones for a better combat experience. ![]()
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