Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Author Topic: AI hardpoint autofire problem  (Read 1400 times)

TaLaR

  • Admiral
  • *****
  • Posts: 2794
    • View Profile
AI hardpoint autofire problem
« on: April 21, 2018, 10:34:39 PM »

Example variant:
  • Hammerhead: Heavy Needler, Heavy Mauler, ITU, Hard Shields, Flux distributor, 20 vents, 20 caps. Needler and Mauler are in separate weapon groups.

Problem: AI can't set most weapons in hardpoint groups to autofire (it can do so only for beams like Tac or Graviton). And when it imitates manual control like player, switching between groups is very slow. So they never fire simultaneously.
While the best thing to do as player is setting Needlers on auto and controlling Mauler manually (except when ship system is active - then just autofire away).

Band-aid solution is to put them into single group but:
  • This makes efficient manual control impossible (if I switch ship mid-combat, or AI tries to manage it's flux)
  • AI will try to 'manually' fire at Mauler range, mostly wasting Needler shots if target is too far. Player can somewhat fix it by setting group to autofire (still worse than best scenario above)
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: AI hardpoint autofire problem
« Reply #1 on: April 21, 2018, 11:06:55 PM »

You can also set them both in the same group in alternating fire, because the AI is able to fire a single weapon or both from such grouping.
Logged
 

TaLaR

  • Admiral
  • *****
  • Posts: 2794
    • View Profile
Re: AI hardpoint autofire problem
« Reply #2 on: April 21, 2018, 11:17:08 PM »

You can also set them both in the same group in alternating fire, because the AI is able to fire a single weapon or both from such grouping.

Doesn't seem to help - it's about as slow as switching between 2 groups. It still can't fire anywhere near simultaneously (which is what it needs to do once enemy flux is high).

In fact I did not notice any practical difference in behavior of single alternating group (auto-piloted) vs AI opponent variant with 2 separate groups (the only difference is which weapons are highlighted as currently selected).
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 24114
    • View Profile
Re: AI hardpoint autofire problem
« Reply #3 on: April 22, 2018, 08:34:07 AM »

This should now be fine since I'd revamped the autofire code a couple months ago. It's more intelligent about both managing flux from autofire and being able to fire anything. The only things, iirc, that won't get autofired is strike weapons and low ammo or guided missiles.
Logged

TaLaR

  • Admiral
  • *****
  • Posts: 2794
    • View Profile
Re: AI hardpoint autofire problem
« Reply #4 on: April 22, 2018, 08:45:15 AM »

Nice, can't wait to meet the improved AI in next release.
Logged