Battlefleet Gothic Armada 2 Can't Rotate Camera Around Ship ?
The HUD | Gameplay basics Battlefleet Gothic: Armada Guide
Last update: Wed, May 11, 2016
The HUD contains all the crucial info:
- 1-ii. Your and enemy's units
- 3. Mission objectives
- 4. Time restriction of the game
- five. Minimap marks
- 6. Ship's status
- 7. Mini-map
- eight. Ship stats
- ix. ID info
- 10. Ship's weapon systems
- 11. Directly orders
- 12. Initiation settings
- 13. Ship command panel
- Enemy interface
1-2. Your and enemy's units
In the top left corner are listed all the units of your fleet. You lot tin can easily control which ships are at your disposal here, by individual transport's icons. Units that are destroyed or that have fled the battleground volition automatically disappear from the list, then you can check your fleet'due south numbers at whatever fourth dimension, without the necessity of continuously looking it up on the minimap. You lot select the units from the list past left-clicking them. This list is as well useful for deploying the units earlier the battle. In the upper correct corner of the screen there's a list of all units included in the enemy forces. Information technology should be noted that the list will display simply to those ships, which could exist identified. Through this listing, you lot can easily assess the tonnage of enemy ships, because ships with the greatest tonnage volition be illustrated with larger icons. In one case identified, the enemy units volition remain on the list until you lot destroy them, or they escape from the battlefield.
iii. Mission objectives
On the left side of the screen, above the interface of the game, the data nearly the current mission will be displayed. This data is important because at that place volition exist info eg. about the number of enemy units which must be destroyed in order to complete the mission, or time to complete the main objectives of the mission, which volition likely be different than the fourth dimension devoted to the mission itself.
4. Fourth dimension brake of the game
If the mission does not have any additional goals that must be achieved in a shorter menstruation, this counter is the most important reference. The point of view is determined past the side occupied a particular claiming. As attacker attempt to fulfill the objective of the mission before time runs out on the clock. As a defender you lot tin deceive opponents by playing to buy more fourth dimension. Check the clock oftentimes, every bit to not be surprised past suddenly realizing the time has run out.
5. Minimap marks
On the battlefield you can find several strategic facilities. Their location is random each time y'all load the mission but the nigh of import objects volition always be located on the map. Earlier deploying units on the map, you should enable this option and see where the facilities are. Afterwards planning and kickoff of activities y'all can turn off the additional view to ensure a ameliorate transparency of the battleground. You tin can always turn on the designation of additional objects by pressing the left ALT.
6. Transport'due south condition
Interface pick allows you to change the status of the transport. It'south worth to pay attention to this window, in order to accept control over your ships. As part of the status of the three options are available:
Cease burn down - the ship will not open fire, even if enemy ships volition be in range
Barrage - the ship won't stop firing, even if ordered to move
Cancel order - revokes the last order before the transport commences
The status window is very important. If yous effort to destroy the selected ship as soon as possible, and accidentally selected the cease fire that the ship will non requite any shot, even when in close proximity. This is a useful command from the viewpoint of eg. escaping from the battlefield, or movement. During the finish fire the send will not assume a shelling position nor rotate, making information technology reach the destination quicker.
Barrage of hostile objects to the guild, which should exist enabled at the beginning of each boxing. The ship, despite the change orders or the need to motility, will go on to the position enabling to burn down at the enemy.
Cancel lodge. You tin can deactivate the selected status, so we accept full control of the ship and will not perform any activity until receiving specific orders through the remaining panels interface.
7. Mini-map
An essential chemical element in any strategy game. On the mini-map y'all tin see all the crucial information about the battlefield, and you can switch the photographic camera instantly by clicking on the selected identify on the map. This is especially useful when running a battle on multiple fronts, scattered all over the map.
Mini-map indications:
- Greenish - allies
- Red - hostile units
- Blueish stains - gas clouds
- Brown stains - asteroid belts
- Greenish polygon - current photographic camera position
viii. Ship stats
Through the interface, you have admission to the general statistics of the selected ship.
1. Hull condition
Meliorate known as the "health" bar of the unit. The numerical value specifies the amount of damage a ship is able to take until total devastation. If the value falls below xxx% of maximum, the ship'south crew may mutiny and escape from the battlefield. Below this value, it is likewise possible that the ship will lose some of its functionality and you won't be able to give specific orders.
2. Transport's velocity (electric current/max)
An important criterion is the maximum speed at which the ship tin move. On this basis, you tin select the advisable units for each blazon of mission.
3. Shield condition.
Shield is the first point of resistance to the received burn down. After the disappearance of the shield, it is best to withdraw for a while from the fight, and wait for it to regenerate. The shield is different for each blazon of ship.
four. Rotation - current maneuver/max plough
Important information related to the maneuverability of the unit. Specifies the rotation value, which perform vessel during seconds while driving a fire. The present value of this ratio volition vary depending on the issued command. If y'all club using boosted boosters to brand the turn, and so the bodily value volition far exceed the maximum return.
v. Armor status.
This data is important when choosing the appropriate initiation during the fight. Statistics are displayed in a combination of front / side / rear of the transport. Most units have the weakest armor on the back of the ship, which is a skilful indication if you have a smaller, fast ships that are able to overlap a cruiser.
half dozen. Sensor range.
This means that the distance at which the ship will find previously unidentified enemy units and volition exist able to know their stats.
vii. Unit'south value in publicity points.
The value of the publicity unit is of particular importance in gaining of experience points and the economics of your fleet. Most missions reward you in the form of a certain percentage of the value of destroyed or heavily damaged ships. Remember, too, that if it comes to the destruction of your unit of measurement, you lot have to pay the corporeality needed for the unit to undergo a complete repair.
viii. Number of ship's turrets
Each unit has a defensive system that allows the destruction of torpedoes or other long-range missiles. Every bit office of the interface shows the number of currently active / all turrets. Information technology should as well be noted that all the elements of the defense system and weapons are placed at the front end or on the sides of the send, which means that the rear of the ship is completely defenseless.
9. ID info
In this role of the interface are shown illustrative information on the state of the shield and the strength of the transport. There is also information near its proper name, which is given automatically when you lot select the transport. You can change the proper name of the transport during the interval between tasks, via the ship workshop. The class of the ship and its illustration that helps yous identify the ship on the battlefield is always displayed, if case you tin can't quickly recognize ships however.
x. Ship'south weapon systems
I of the basic benchmark when selecting ships for the mission is their equipment. Depending on the tonnage of the ship and its type, information technology has different offensive applications. Armament is displayed through icons within the interface. When you hover the mouse over a item icon, it will give you detailed information on each of the types of weapons available on the ship. Nether the icon you can also see how many units of each weapon a send has. This value is expressed equally an example x1. A detailed description of the available types of weapons, their assessment and classification will exist available in a carve up chapter guide.
xi. Direct orders
In this part of the interface are available commands that y'all tin give your ships. They refer to the direct utilise of individual abilities or equipment. As the development of their ships, there will exist more abilities that volition result from modifications carried out on the ship. Yet, some commands on larger units (from light cruiser upward) remains unchanged. Delight note that using a special gild blocks the use of other special orders for the elapsing of its renewal. Damaging one of the elements of the send, prevents the use of the orders that belong to that part of the shi p. Orders can be queued by right-clicking on a specific icon. This will automatically perform the selected control equally shortly equally he or she is renewal fourth dimension.
Icon | Name and description | Advice |
| Reload! Reduces cooldown for all abilities, booster and weapons regeneration by 20% Elapsing: 45 sec Cooldown: 120 sec Location: Deck | Using this order is advisable when you just concluded a fight, and another i is looming large. Later issuing this social club, y'all are still able to use all the ranged skills, and their cooldown will likewise exist reduced. |
| Lock On! Increase assail efficiency by 20%, and increase disquisitional hitting probability by 100%. Elapsing: 45 sec Cooldown: 120 sec Location: Deck | Useful against all types of units. If there's only ane ship in range, or you need to destroy a specific ship, this volition be very helpful. |
| Brace for Touch! Increase armor by 20%, decrease hostile set on efficiency by 20%. Also reduces armor-piercing ammunition harm. Elapsing: 45 sec Cooldown: 120 sec Location: Deck | Useful when entering a swarm of enemies, or if yous meet your ship is going to be rammed. Information technology'due south expert to use this in combination with Emergency Repairs. You tin use this ability in ships which are crucial for a given mission. |
| Running Silent Basically a stealth fashion. Your transport will simply become visible upon inbound the enemy's sensor range. Opening burn will indicate your ship's position - if you lot cease fire again, the transport volition enter stealth. Duration: 45 sec Cooldown: 120 sec Location: Deck | Stealthy motion will permit you to arroyo the enemy without being spotted. Remember that if you fire, your position volition exist revealed, and so concur on with attacking until you reach the chose destination. This is very useful in send ships convoy missions. |
| Lightning Strike Teleports an elite unit into the enemy's transport. Chance to bargain critical damage, depending on the type of the ship. Can't be used in a send that has active shields. Range: 5,000 units Cooldown: 90 sec Location: Generator | A key ability in Data Recovery missions. Use it wisely, despite its large range and brusk cooldown. If it succeeds, this can cake space-fourth dimension leap of the hostile ship, extract information from information technology, or crusade burn onboard. Call back to deplete the shields of a ship you want to use this on. |
| Boarding Activeness Only available at a 90deg angle from both boards of the ship. The boarding role tin deal critical harm - depending on the type of transport. The number of boarding assaults y'all're able to perform depends on the tonnage. Range: 2,500 units Cooldown: 90 sec Amount: depends on the tonnage Location: Hull | Boarding activeness has high risk for critical damage and for causing burn onboard. Keep the limits in mind, if boarding is crucial in a mission - the bigger the unit, the more actions it can brand. This is best used on ships that are severely damaged. A successful activeness will start a fire which will quickly consume its interior. When planning a boarding, call up to gear up side initiation. |
| Emergency Repairs The hull integrity will be regenerated during 45 2nd past 2pps. Every fire on the send will exist extinguished. Range: cocky Duration: 45 sec Repairs: 2 points per 2nd Cooldown: 180 sec Location: Hull | Useful when your ship can generate additional shield, or is at a safe altitude from the fight. Use it when the transport's integrity is around 50%. Using information technology sooner may be unnecessary - using it after may prove insufficient. |
| Warp Spring Stops the ship and charges a space bound for xv seconds. After this curt period of time, the transport leaves the battlefield. At the beginning of each mission it's unavailable during the period of cooldown. Range: self Delay: 15 sec Cooldown: 180 sec Location: Generator | Key skill for the safety of every major ship. In a disquisitional situation, it's better to flee than risk plush repairs. Think that the charging period really exposes the ship for enemy fire, and the jump tin can exist stopped by a hostile ship. Use this ability merely if you really take to, and keep in mind that a damaged generator makes a leap impossible. |
12. Initiation settings
For each ship from your fleet, you lot tin can prepare different parameters of battle initiation. Depending on your decision, a ship may fire with a gun installed at the bow or at boards. Y'all can also make up one's mind the distance from which the send will start firing to enemy ships. You lot can fifty-fifty cull the side that volition led the burn, which is important considering the bachelor weapons. During the fighting harm of the available weapons often occurs. If this happens, as presently as possible change the side for the initiation of an efficient weapon.
1. Automatic initiation.
If yous enable this option, the send will automatically select the target without your command and set off its way. Before engaging, the ship volition take into business relationship other settings which are placed at the interface. Let's remember that this option is best for carrying out activities in several places of the map, at the same time. After defeating a given transport, your unit will engage another, without your society.
2. Boardside burn down.
Selecting this option means that afterwards reaching a predetermined range of initiation your send will plow broadside to the enemy unit of measurement and he will acquit burn down while constantly circling it. Useful for ships that do non have any weapons on the bow.
iii. Bow burn down.
The selection of this type of burn down carries some consequence. The transport afterward reaching the specified coverage, will plough to face the enemy send and stop. Please note that if you select this option, you will need to manually upshot move orders for the ship, or select the automobile initiation. Otherwise, the ship will end fire as soon as the enemy leaves the target range. This choice is useful for units that accept a strong armor in the bow and in the case of defensive action. The bow of some ships is heavily armored and turning the send to face the enemy often can absorb a large part of the damage.
4. Range of engagement
Determining this parameter is important considering the available information on the accuracy of individual units. If a given send is not sufficiently accurate, the best coverage initiations to 3K or 6K. Value marked with "K" is expressed in thousands of "units". The smaller the altitude between the ships, the more effective will the fire be. If you lot select 1 of the options higher up, your send will approach the enemy in order to achieve the desired distance. You can e'er change this parameter, eastward.g. In a situation where a faster send escapes. Firing will be conducted if a greater distance, but function of the missile may all the same attain the target and even lead to its destruction. Lower values ??of appointment range should also be introduced in training for boarding action. In this example, the ship volition all the same try to maintain a distance that will allow such action.
5. Port side burn.
Best for agile ships which have the all-time weapons on the left board.
6. Nearest board side.
This option is all-time for the largest units. These ships are usually the smallest maneuverability so it's best to fire from the side that is closest to the enemy. It is worth noting that if surrounded, the ship will conduct burn from both sides simultaneously. This pick is useful when you try ramming enemies. In this example, the send usually enters into a grouping of enemy ships, and then turning may have a very long time.
7. Starboard burn.
Best for agile ships which accept the all-time weapons on the right board. Yous can go the information about the location of private types of weapons in the vessel workshop or after in this guide.
13. Transport command console
Bated from the standard move order, you take several other commands at your disposal that allow you lot meliorate control of the ship on the battlefield.
one. Total speed ahead
After you result the command, the send will brainstorm to advance until reaching maximum speed and will maintain information technology until the depletion of the boosters. Moderate use is recommended. Prolonged use leads to rapid (or even consummate) depletion of the boosters. After completely exhausting the boosted power the boosters will need a long time to replenish its resources to total capacity. During this time, you are unable to make quick turns or accelerate. The best solution is to utilize the dispatch to reach maximum speed and plough off the boosters when its value is less than 20% of the maximum.
The ability to use the boosters is crucial when escaping to a safe altitude and during ramming attempts. The all-time utilise of the boosters is to burn down them up in bursts, let them burn for 2-iii seconds, and and so allow the transport lose velocity for a few seconds. Afterward a few seconds, you tin can plow the boosters on again. This ensures that the vessel will be constantly moving with an average speed between standard and maximum, and the generator volition not take to charge the boosters.
When trying to ram it is best to boost merely at shut range, when you are certain that the target will be unable to avoid the standoff. Go along the heave engaged for the duration of the collision. Past using a booster, yous can also avert a collision yourself. You can tell when an enemy units is preparing for a ram, allowing you to react rapidly. When you encounter an enemy ship accelerating, utilise a quick turn and align perpendicular to the enemy. Then, as soon as possible, event the "Total speed ahead" command. Your ship will quickly selection up speed and avert the approaching enemy, whose engines will likely overheat, and for some time he will be unable to perform quick maneuvers.
Remember that when y'all turn on the boosters you lot immediately reveal the positions of your units to the enemy.
2. Booster condition
The status bar of the booster will visibly decrease with use. When y'all have wearied the heave, the bar will change its color from orange to red and it will brainstorm to slowly regenerate. Equally long as the bar remains scarlet, you tin can non utilize the boost and quick turns.
3. Quick turn.
To utilise this option, boosters are required. Through them, you can do a quick turn in the desired management. As the turn can be performed both means, there are 2 separate tags for each of them. Expert cognition of weapons and initiation parameters will allow you to maneuver so as to constantly proceed the enemy nether burn. Quick turn is specially useful in situations when yous accept carelessly approached an asteroid cluster and you need to quickly change course to avoid damage.
4. Constant speed
This is pick selected automatically at the beginning of each mission. The ship is running at its standard speed. In this way, information technology does not eat boosters nor does it reveal its position. At the same time it retains all the basic parameters relevant to maneuverability. Afterward switching off the boosters, the send automatically enters the constant speed way which enable the regeneration of resource required to accelerate (2 units per second).
5. Full speed astern
Through this command, y'all can decelerate. The ship volition lose speed until full terminate. This ability is particularly useful when the ship is budgeted an obstruction and there is non much fourth dimension left to alter grade. It is worth noting that the to a higher place command loads the booster generator (iv units per second).
Enemy interface
After selecting an enemy unit, you can see the detailed statistics of the enemy send and its armaments. You tin can see which special abilities are available to the opponent and which elements of his ship were destroyed. Through the interface, you can also gear up targeting priority and the elements of the enemy ship that you lot want to destroy in the first place.
Pay attending to the area marked with the green square on the screenshot above. The first row of icons is the enemy unit'south priority. Yous can change the priority of each enemy unit at whatsoever fourth dimension. 1 is the highest priority and 4 - the lowest. Ships which do non receive a straight order to set on a specific unit of measurement volition attack the target with the highest priority.
The second row is a set of icons that are selected to event orders to attack specific parts of an enemy send. It is always good to issue a direct gild to disable enemy'due south direct orders. You tin can destroy: deck, engines, armaments, or generator. If you lot aim to reduce enemy'southward control over his ship - destroy the deck. Destroying the engines will preclude the enemy from accelerating and ho-hum down his send. The lack of armaments will brand enemy transport unable to retaliate. Past destroying the generator you will prevent enemy unit from running abroad from the battlefield.
A deselected icon will be marked in gray. If you lot are unable to select an icon, this means that this specific office of the ship has already been destroyed. During a battle it is expert to change the target of the assault in anticipation of opponent's moves. Destroying all basic elements of an enemy ship is the best mode to annihilate the enemy.
Source: https://guides.gamepressure.com/battlefleetgothicarmada/guide.asp?ID=35069
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