![]() ![]() If nested, it will follow the line down to the host vessel. Just like docked ships, turrets use the power from the ship they are docked to. The first thing to note is that if the ship with this block is on a "Rail Turret Axis", the AI type will ALWAYS be turret, and cannot be changed (unless undocked).Īny Bobby AI modules that have been enabled on turret mode will automatically track and fire at any target that meets the criteria set. Keep in mind that turrets will only automatically shoot at hostiles unless the option "selected target", is set, of which will always aim (and shoot) at your AI target. The "aim at" slider at the bottom is used to tell the automated turret (allowing the turret to aim at stuff using the AI module itself), what types of objects to shoot at. "Highest" means that the turret will fire at the highest damage missile in range, "lowest" means that it will fire at the lowest damage missile, and "any" means that it will fire at the closest missile. Missile Damage Prioritization controls which missiles the AI turret will try to shoot down first. Volley fire is bugged, and Unfocused makes the turrets incredibly inaccurate, especially when used with anti-missile turrets. However, the AI currently cannot effectively make use of any mode other than "Focused". The fire modes are the same as the ones that the player can use. The "active" checkbox is a toggle switch for the AI to initiate, however, if a player is inside the ship, it will immediately deactivate, forcing a player, or logic to turn it back on.įire modes determine how the AI will fire its weapons. Same power regen though, and same overall DPS.Inside the block's UI (by activating it), there are several options to configure how the AI will work. It'll make it fire every 1/10th of a second, so you need 1/10th of the power storage. I'd recommend adding a cannon slave for rapid-fire, so you can use your power storage more efficiently (very relevant for overdrive). I'd choose one of these for a small ship, to be capable of taking on larger targets, especially since nowadays cannons and beams get some form of inherent piercing.Ĭannon with overdrive effect (effect computer linked to cannon computer), with equal proportions of modules each. Ion (~80%-90%) or Overdrive (100%) are good choices, too, for cracking the shield in the first place. The standard is Punch-through (100%), because it has no downsides whatsoever and breaks blocks most efficiently once shields go down. So, it is always a good idea to add effects. And in addition, the effect modules you add to a weapon also count toward the damage (you can verify this with the in-game Structure menu). TL DR: You can't expect your X-Wing to destroy their Star Destroyer, but you can expect 20 X-Wings to do it, but only a handful will survive. Simply increase the number of cannon barrels to increase damage, or link the Cannon computer to an Overdrive computer with an equal number of Overdrive blocks linked to it as Barrels linked to the cannon computer for vastly (~3x IIRC) more damage in exchange for very bad power efficiency (~6x cost IIRC). Don't expect everyone to survive though.Ģ. This can be achieved using drones or by getting a bunch of your mates together and swarming someone. Four ships a quarter the size of another ship will win against the larger ship almost every single time, and be more cost effective to boot, even when piloted by dumb AIs against a smart player. Also, if you do a google search for "Starmade Drone R&D," you can find a lot of proof that smaller ships will win against larger ships- if they have superior numbers. However, it is pro-fighter in two senses: Larger ships tend to have very serious power management issues because of diminishing returns on power generation (meaning you can't cloak, jam, or use as many defensive effects). It has more weapons, more shields, more power. Starmade is anti-fighter in the sense that, all else being equal, a bigger ship will almost always defeat a smaller ship. ![]()
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