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Post by unnamed on Aug 29, 2006 13:12:00 GMT -5
Hello, i think there is a major Bug in the total Conversion. In Game Situation(example Mission: Guard Space Station NL-1 ): I fly with a Gunboat loaded with 12 Torpedoes. Shortly after Mission Start entering two modified Corvettes. I try following: After Lock on Target i launch 6 torpedo's on both modified Corvettes. OK here, what happens: NO ONE of the 12!!! Torpedoes hit the Target!!!All of the 12 Torpedo's are destroyed by the Laser cannons from the Corvettes OK, restart Mission. Same Situation. But now i launch all 12 torpedo's on the first modified Corvette. Advises what happens. Correctly no one of the 12 Torpedoes hits the Target ;D Same problem with Missiles... and in other Missions. So what's the Problem? In the original Game Version of "Tie Fighter" every Missile or Torpedo hits the locked Target. Except you fire the Warhead stupid. Is there a solution? Please. The Game make no fun with useless Warheads. Thanks PS: Sorry for not perfectly English.
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Post by tikiman on Aug 29, 2006 13:53:13 GMT -5
hey man the total tie conversion uses the xwa engine.... therefore it uses the AI of xwa and in xwa capital ships shoot down missles being fired at them, so the best solution is to not lock on to the ship and just "dummy fire" at them, they will not shoot down missles that are fired without locking on..... hope this helps
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Post by unnamed on Aug 29, 2006 14:22:11 GMT -5
Thank you!
But so the Lock-on function is really self-defeating.
another Example: When a Missile is fired on a Shuttle, Y-Wing or other easy-to-hit target , then the missiles often missing the target. Except the player Ship is directly behind the enemy Craft.
When the Angle to enemy Craft is 90° or 120°, for example. Then the Missiles flying a moment before enemy impact like they are totally uncontrolled.
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Post by aoclaus on Sept 2, 2006 22:26:30 GMT -5
Unfortunatly Tie Fighter missions were not designed to take into account the fact that Cap ships in XWA can shoot down missles. Yes, dummy fireing is an option but this can require you too close for comfort to a Cap ship. Also, there are missions in which you need to kill Assault Trans which are nearer in manuverability to star fighters but with the ability to shoot down incoming warheads like a Cap ship in XWA. So in the case of Assault Trans dummy fire isn't always an option esspecially because of how deadly they can be at close range. Usually in XWA this is compensated for by the fact that missions were designed to have FAR more fighters assaulting a Cap ship than missions in Tie Fighter. You do have one advantage in the fact that you can rearm you craft an unlimited (so far as I know) number of times by entering your mother ship's hanger.
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Post by darthelona on Mar 26, 2007 5:47:34 GMT -5
For me this is not a bug, but an issue that only adds realism to the game. And there is other ways to overcome the fact that capital ships can shoot down missiles, as using saturation fire by commanding your wingmen to fire their warheads to the same target than you, or using dead fire angles, as for instance the ridiculous one in the corvettes to the rear caused by the bulk of their engines. If you approach them from the back and aim your warheads to the engine you'll get a 100% hits!
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Post by wowposter on Sept 7, 2008 21:43:38 GMT -5
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Post by wowposter on Sept 10, 2008 19:57:00 GMT -5
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