Siege Isn't Fireing!

SirSydomSirSydom Join Date: 2003-10-08 Member: 21514Members
<div class="IPBDescription">Why?</div> Sometimes, or better mostly ist happens that the freaking siege doesn't shot at the structures of the kahraa but they are in the green range.

Can somebody explain this to me?

thx

SirSydom

Comments

  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    the structure has to be 'sighted' for the seige to shoot it. Either scan the offending structure, get a marine to look at it, or simply build it so that it can see it for itself.
  • SakuraSakura Join Date: 2003-02-21 Member: 13789Members, Constellation
    For the siege to fire, some of your marines need to be able to see the target structure. It is supposed to be enough just scanning the building, but in my experience it is not. Actual live marines need to look at the buildings. It takes a couple of seconds for the siege to aquire the target, so it's not enough to peek around a corner for half a second now and then. Make sure marines look at the target until the siege starts firing, then it should be sufficient to just peek every other second or so...
  • bLuIShbLuISh Join Date: 2003-05-21 Member: 16559Members
    easy one to asnwer, first, the siege wont fire until a player see the target, or u "scan" the area to be attacked with the Observatory


    OR



    Your turret factory could have been killled, if so, simple build another
  • snowsnow Join Date: 2003-08-26 Member: 20240Members
    i have had problems with sieges, and turrets not firing (or moving for that matter) after they have been built, it mostly happens when i am trying to upgrade for elec while i drop and build, it has happened without elec researching as well so i havnt been able to reproduce.


    its been my experience that you can not sight structures "if" you have built an observatory in range of what you want to be sighted, at that point you have to manually ping (scan,sweep) the area.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    <!--QuoteBegin--snow+Oct 15 2003, 02:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (snow @ Oct 15 2003, 02:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> its been my experience that you can not sight structures "if" you have built an observatory in range of what you want to be sighted, at that point you have to manually ping (scan,sweep) the area. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Interesting. You might want to post that in the bug report forum. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ApeApe Join Date: 2003-06-17 Member: 17448Members, Constellation
    <!--QuoteBegin--snow+Oct 14 2003, 07:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (snow @ Oct 14 2003, 07:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> its been my experience that you can not sight structures "if" you have built an observatory in range of what you want to be sighted, at that point you have to manually ping (scan,sweep) the area. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I've had the same happen to me, and a lot of others have complained about it too.
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    Seiges are slow anyway AND they have a minimum range. Yes there are a few bugs regarding cloaked structures but i have yet to come up with your obs bug, works like a charm for me. Remember that seiges have a limit as to how far they can fire up/down just like the older 1.0 turrets having a 20 degree firing cone.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Concerning the minimum siege range: I once believed that too and tried building a chamber right next to it... *splat*
    Guess it isn't true.

    I recall seeing in one of the 1.0x changelogs that sieges can damage themselves, allowing gorges to take one out by repeatedly building chambers right next to it. Rather useless now that gorges have bilebomb, and I haven't actually tested it myself, but it also contradicts the minimum range thing.
  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->its been my experience that you can not sight structures "if" you have built an observatory in range of what you want to be sighted, at that point you have to manually ping (scan,sweep) the area.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I beleave this is a bug from the 2.0 playtests. Flayra made it so that if an obs+siege were in range of a target, the siege whould fire requardless of a ping or sighting. Flayra has sence taken it out, and now sighting doesnt work anymore with the above factors in place...

    I think this has alrady been reported, but i have not checked
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    And from my experience it isn't enough, if marine sees like 1/2 of the building. The whole building has to be in marines sight before siege shoots.
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