Missing your own ship

General discussion about the game.
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MBz
Posts: 12
Joined: Tue Nov 27, 2012 4:20 pm

Missing your own ship

Post by MBz »

So I took the Rock B out for its maiden voyage the other night. Playing with the no venting formula was interesting.

Until it came to the third or fourth boarding encounter. At the pivotal moment where fire would've turned the entire fight around...the bomb missed. I suppose it's a teleported weapon and as such can have the potential to miss, but surely you know the coordinates of your own ship accurately enough for it to succeed every time. Just a thought/observation.

*edit* corrected heading typo
Satonakaja
Posts: 34
Joined: Wed Dec 19, 2012 8:36 pm

Re: Missing your own ship

Post by Satonakaja »

Fire bombs? How about missing multiple healing bursts during a six-man mantis boarding party?
fylth
Posts: 45
Joined: Thu Oct 18, 2012 8:33 pm

Re: Missing your own ship

Post by fylth »

I guess you can miss on account of the ship moving and the imperfect nature of the bombs teleporting system, but still, Im sure whoever was on weapons at the time felt pretty silly after that happened! Am I the only one who ends up assigning characteristics and personalities to my crew members? Makes you want to loose them even less I find
breadsmith
Posts: 34
Joined: Thu Oct 04, 2012 12:46 pm

Re: Missing your own ship

Post by breadsmith »

After a few unsuccessful Slug B runs, I learned that you can indeed miss yourself. The trick is to make the pilot leave for a second or two while the bomb does it's work.
UltraMantis
Posts: 2125
Joined: Thu Sep 20, 2012 3:17 pm

Re: Missing your own ship

Post by UltraMantis »

Stop the ship by switching off the engines.
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madattak9
Posts: 75
Joined: Sun Sep 16, 2012 7:27 pm

Re: Missing your own ship

Post by madattak9 »

UltraMantis wrote:Stop the ship by switching off the engines.
Good idea!

But this is why I have never once kept a healing bomb, too unreliable.
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