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I noticed that AI carriers rarely use their weapons.

My Merc Intercept Piranha has only gotten 61 xp in the same time that my Tyrant has gotten more than 1k. I thought that maybe it was because it had a hard time lining up on small targets, so I waited patiently in Gemini Shoal for raiders to spawn.

Neither my Intercept Piranha nor the Raider Mule fired a single weapon the entire fight. I tried twice.

Neither of my Mercs have ECM, and I never jammed the Mule. I know that this didn't use to be a problem months ago because IP Mercs were quite lethal.

Also, if I pass drones to my Intercept Piranha, the AI won't use them. If they used drones, it would at least partially offset their new-found reluctance to use active modules.

And, speaking of drones, the fact that I cannot target my Mercs means that I cannot seem to assign drones to repair or defend them? I was hoping to be able to play a fleet support role with ECM and defense/repair/bomber drones, but currently drones only seem suitable for mining and salvaging after the early game. I guess I could try and see if a pack of microleech drones is effective at disabling enemies. Otherwise, I think it's time to respec.

EDIT: I think I figured out the merc issues. It's not carrier specific. There's an issue with stances and orders. When their stance is green, they are supposed to attack the targets you assign; however, when you assign a target, they immediately switch to red. In red, they will only retaliate, so they do not carry out the order to engage. My Tyrant gets ganged up on because it is squishy. My tankier mercs are ignored, so they do nothing but spin in circles.

I have no idea why the Raider Mule wasn't shooting.
Post edited July 10, 2020 by basileus
Wrong hot key in fleet tutorial, it should be F-key instead of J-key.

If you use the warp gate in tactical mode, a slight ghost image is shown.

If a warp gate is selected manually, then the shift key is pressed, when entering the warp gate the shift key is released, then when leaving the warp gate the afterburner is active and must be terminated manually.
Basic shield extender blueprint is mislabelled as Basic shield booster.