It seems that building/using Shellers is kind of a gamble. The reason I say this is that they will pretty much randomly decide when they are able to fire and when they are not. For example, there might be a group of Shellers with some T1 vehicles coming into range, directly in line of sight, and they just sit there and don't fire as they come rolling in unopposed. But then, moments later, the shellers will suddenly turn on and start firing at all targets within range. Then you might target a building and instead of going into range then firing, they will practically move directly towards it, only beginning to fire half way into its range and at no point stopping once it is in range. Then you might move shellers into range of some buildings and nothing happens. Then vehicles come in and they shoot some of the vehicles... then stop... then shoot a building till it explodes... and then just sit there. What gives?
Ha! Yeah I actually saw that video which formed part of the argument in my mind that it wasn't just me doing something wrong. I also thought in this video that the problem was due to planet size and curvature, but I had the same sort of problems on a size 1000 planet and it likewise cost me the game... or at least ruined my chance at beating my neighbor. Basically he was building pelters and I was building shellers... it worked at first, but then I ran into the myriad of bugs associated with them and they pretty much just decided to stop working halfway through my counter-attacks. So frustrating! haha! Much rage!
is it depending on the curve of the planet? Maybe the range rings should be displayed correctly, which means dynamically calculated, on all planets.
I think it's an issue with the way they are facing. If you try backing them off they are facing the wrong way to fire.
I was about to say that................... lol. The sheller doesn't have a turret, per se. It's jsut a gun that moves up and down.
I think if you a move them they actually take that as "move to that position and start shooting once you reach it". A move directly in front of them makes them shoot I think. Did not test much though.
I'm not sure, I've had them totally fail to fire on incoming units well within range that they are facing. Seems like once this bug occurs tends to happen frequently for the rest of the session.
Yeah I've got no clue what exactly the problem is, all I know is that they either need to be fixed or someone from Uber should explain exactly how you're "supposed" to use them. I don't even build them anymore, ever, which is a shame because lacking a mobile artillery unit sucks!