For some reason, my rockets sometimes fail to hit the drop ship I'm aiming at, which can be a problem because it requires a full set of 3 rockets to take one down. How do I prevent the rockets from falling off course? I know that I have to keep the lazer on the ship, but is the drop ship somehow deflecting them?
is the drop ship somehow deflecting them?
Yes, drop-ships will shoot at oncoming missiles, which will cause the missile to go haywire and miss.
You can avoid the bullets by firing away from the dropship and then directing the missile back into it (sometimes I simply use a slight spiral).
When I kill an enemy ship of unknown type, I can grab a blackbox which enables me to build that ship type myself. Do only the ships I kill drop blackboxes? Or can I get my hands on a blueprint of an allied ship by luring enemies near it and letting them destroy it in my stead, thus preserving our diplomatic relationship?
When attacking a enemy ship I sometimes see an IMHO attack animation hit my partner's ship when they wander too close to my target followed by a damage number. However when I mouse over them I see no damage. It could be because their droid is healing it too fast or it is purely cosmetic. Does the IMHO cause friendly fire? Does the Vertix have the same problem?
I captured a man of war. Usually there are 3 options when the dock is full: Scrap ship Decide later Scrap a ship from a fleet I want to decide later. I have cheap frigates I can scrap but they are all on missions and I can't access them till I deal with this newly captured man of war. So I was forced to scrap the man of war, which sucked. Why do I sometimes have the choice to decide later and other times I don't?
I've been sending probes into deep space, but once I get so far(I use Time Warp), the command pod has no electric charge and the stage lock is locked(pink). I have solar arrays on my probe, but it says they are retracted and I don't know if/how I can extend them. Is this a bug, or do I need to design a better ship that incorporates electricity better. Also, the m/s speed and elevation are locked after this "malfunction" happens, unless I time warp again. Possibly unrelated, sometimes my stages freeze, causing my ship to become completely unresponsive, leaving the rockets at whatever throttle
In my first playthrough, I was able to get out of the ship without setting off the alarm. In my second playthrough, despite knocking out every guard and never triggering an alarm, when I passed the security checkpoint I was notified that the base was put on an heightened alert state due to some alarms from the ship. What did I do differently? The only thing I remember is a turret seeing me for a few seconds.
What are the names of the array of weapons you can have in the game Centipede (1998 PC version)? What are the effects they can do? I don't just want to know all of the blaster abilities. I also want to know the Destroyer abilities (bombs,rockets). If people could leave their answer in a bulleted or numbered fashion that would help me the most.
I've edited the default designs for my mining stations to include a little more firepower, however I'm not sure how to get the mining stations I've already built to switch over to the new design. How do I change the design of an already existing ship or base?
Does anyone know if the community day heads still are drop able? I know they are unobtainable trough shift anymore, but do they still drop for bullymong piles.
Sometimes, to make boarding a ship easier, I'll send off a volley or two of burst lasers to knock out the medical bay or injure the crew before I teleport over to fight them. When I do this, of course, it causes several points of damage to the enemy ship's hull. Does it make any difference in the amount of scrap I receive at the end of the fight whether I weaken the enemy ship in this way, or capture it by teleport without firing a shot? (My impression is that it doesn't, but I'm looking for something more solid than a hunch.)