When watching battles play out the ships on both sides of the engagement have a tendency to drift off the viewable area of the battle at the top and bottom. They rebound back into view after a couple seconds, but during that time I can't see what weapon fire hits, or which ships were hit. Not sure if this already been reported, unique to my system, or moved off the list of things to correct and is now considered a 'feature'.
My System's Config:
I7 950 @ 4.2GHz
18GB DDR3 (3 x 4GB + 3 x 2GB) @ 1533MHz
Gigabyte GTX 660 OC 3GB
ASUS 27" 16:10 @ 1920×1200
Windows 7 HP
Well since it just launched to version 1.0 and the battle view screen still does this, I guess it's a feature of the game- that you can't see what going on in the game(?).
Switch to the other camera views? Theres Free cam, cinematic, and top down. Right on the camera symbol.
Even Brad was griping about it on the Dev stream. Like many things with this release, they plan on fixing it. After all, they have it on a 7 year plan.
You might have had it on Free cam. Switch to top down, select a ship and then go to either cinematic (which is not too bad) or Free which will center above the ship you selected. You may want o pause the battle.
The free cam controls are wonky and take a bit of getting used to.
No it does this on the normal camera angle on almost every battle, it's been doing this since beta 6, I've mentioned it in past posts, the main camera sits at a specific point, doesn't adjust zoom automatically and ships continue to fly where ever their hearts fancy which usually causes them to fly beyond view.
The battle viewer needs some serious love. Not only are there the ubiquitous camera issues: ships moving out of sight, cinematic camera pointing the wrong way, etc.
The free-cam controls are far too sensitive and lacking a lot of obvious features (like the ability to snap to various views -- top-down, bottom-up, etc. with a button/key press).
Then there's the problem of the strange (and disturbing) pauses in the action. The opening salvo of the battle viewer is impressive, it's beautiful to watch all the ships slowly close on each other and then unleash waves of destruction. But when the battle actually closes and the ships are right on top of each other, the game seems to get confused. Ships slow down, make lazy drunk-driver turns, and seem to lose track of the fact that they're involved in a life-or-death space war. Weapon fire ceases for several seconds as ships slowly skate through space.
And finally, there's the complete lack of tactical awareness in the game. Every battle is the same stupid space-opera fight (well, space-opera w/ drunk captains). There needs to be some situational rules to vary the tactics of both attackers and defenders. If the defenders have a ranged-weapon advantage, they need to maximize their advantage by closing slower and moving at an angle to their target. Smaller ships should try to stay close to larger ones (if possible) and should NEVER SLOW DOWN. When defending a starbase, ships should consider whether the starbase can survive a few rounds of direct attacks and whether the starbase defenses might help them survive, rather than flying suicidally out of the starbase's range to engage the enemy. Powerful ships (like the one from the Campaign) should seek to maximize the HP effect of their kills, if one shot will take down a large ship, it makes no sense to fire on the tiny ships with tiny attack rather than focusing on the larger damage dealers. Etc. etc. etc.
Good ideas!
Ah, ok. I tend to jump around on cameras. Like I said the camera controls for Free cam are wonky and what you think is moving the camera to the left actual zooms it far forward so you will miss your fight. I will pause and set up free cam right behind the 'attackers' and then view the fight from there.
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