Thanks for double checking; I left the 24 OP unused, yes. I think your point about how the pulse laser performs significantly better indicates the importance of a rule for specific weapons - it's not so much an issue of how over-fluxed the ship variant is as it is specific weapons having detrimental effects when targetting fighters.
I don't think it's very many weapons either, imo it's only really problematic with the Heavy Blaster, the Gauss and the Tachyon Lance - generally inefficient but high burst and in the latter cases high refire delay.
Hmm - I think it's rather the opposite! It shows that even in a fairly constrained scenario (Medusa, 2x HB) it can be good to fire, or not. And that even in the "bad" case, it's pretty close! I don't think that replacing a dynamic algorithm that occasionally gets it wrong with a static rule that will *also get it wrong* is a step in the right direction. At best it's a lateral move.
(And static rules tend to produce more apparent, annoying problems. Consider a case of a Medusa with *just* 2x HB - should it still not fire them? It really should. So now that nice, clear, static rule has an exception. What about if it has one PD Laser and 2x HB? What about if it has 2 PD Lasers? What if it has Safety Overrides, drastically changing the flux calculation? It just doesn't work.
I mean, you could still go the "this weapon can't target fighters because its targeting systems aren't capable of it" route and have that be fine - it won't fire, because it "can't". But just as far as helping the AI perform better across the board, it's not going to do
that.)
You know, speaking of this, can you remember why the AI needs to put a STRIKE hinted weapon off autofire and fire it manually? - When the player putting such a weapon on autofire doesn't actually make it used on fighters? I'm curious about it.
Putting STRIKE weapons on autofire seems like a bad idea, so the AI... doesn't. It's not specifically about fighters; STRIKE makes the AI take more care with aiming the weapon at other targets (which is why adding it can make it hesitant to fire, since it's looking for a higher-percentage shot).
(I'm more leaning towards including the "don't fire at fighters" hint, btw. The idea of calling it out explicitly is really selling me on it; could see maybe using it for a few vanilla weapons, even.)
Missed this! Yay!
I hope it happens. My mod really needs this for several weapons. Basically using any weapon that generates flux that isn't specifically designed to be used for fighters should not be used on fighters. (it's a DnD based mod so weapon types are more synergistic and role based and less multipurpose like how vanilla's are)
To be honest, I kind of forgot about Gauss/Hellbore piercing missiles; I probably wouldn't want to use this tag on them in vanilla. But for mods, yeah, it could be handy. My concern is it'd be overused by mods - i.e. put on weapons where equivalent-ish vanilla weapons don't do this...
STRIKE,USE_VS_FRIGATES certainly helps, but it's not always fullproof in the case of missiles - especially when combined with DO_NOT_CONSERVE which is necessary to ensure the AI uses the full clip. I remember seeing non-missile weapons sometimes fire at fighters too with that hint... but tbh that could have been an earlier version or back when my station modules still had the periodic missile reload mod - which iirc changes autofire AI. It doesn't happen often.
Hmm? Yeah, probably to do with the missile reload. As a rule, AI won't fire non-ANTI_FTR missiles at fighters unless it's in panic mode.