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Missing your own ship

Posted: Wed Jan 30, 2013 11:42 pm
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

Re: Missing your own ship

Posted: Thu Jan 31, 2013 1:56 am
by Satonakaja
Fire bombs? How about missing multiple healing bursts during a six-man mantis boarding party?

Re: Missing your own ship

Posted: Thu Jan 31, 2013 10:08 am
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

Re: Missing your own ship

Posted: Thu Jan 31, 2013 10:56 am
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.

Re: Missing your own ship

Posted: Thu Jan 31, 2013 12:16 pm
by UltraMantis
Stop the ship by switching off the engines.

Re: Missing your own ship

Posted: Thu Jan 31, 2013 3:42 pm
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.