hawkeye099 wrote: ↑Mon, 22. Jan 24, 02:40
sometimes ships become braindead.
Happens to ships assigned to a fleet, mostly when on auto command, both IS and OOS. Especially when fleet leader is ordered to move/attack, some ships fall behind and go numb (despite having a command).
They don't get permanently stuck and follow manual orders, they are just sitting around and do nothing - despite having auto orders (defending, moving, docking, get back to formation, etc.). If I check them, all seems fine, no problems, no scans, no waiting signal, they just won't do what they're told to. Recalling subordinates does nothing. Only reliable solution is to manually drag their line on the map, which creates a new move order upfront and then cancel that order. That seems to "awaken" them and they return to duty.
Looks like the internal scheduler "forgets" some ships sometimes. Getting worse the more ships I own...
Yes, it's a common issue, especially noticeable when there are multiple ships in the same fleet.
In this video, for instance, only 3 out of the 5 Rattlesnakes are actively engaging the K, while the other two are completely off target.:
https://youtu.be/ywDvqwtwUbM?si=AL5dcKEJj-lTtieC
LameFox wrote: ↑Tue, 23. Jan 24, 12:57
The AI knows when the ship doesn't have any guns on it and just flies around the target instead of trying to line up shots. Not sure about the range it prefers. They didn't seem like they were intentionally keeping to max L plasma range or anything, and I recall I've had Barbarossas die to Ks they could in theory kite indefinitely if they knew to try.
There also doesn't seem to be any obvious difference between one that never had any guns like a Barbarossa, or one that could have them but they weren't installed. In my test using Syns as turret only ships they seemed to be better at not clustering and ramming each other than usual. Presumably if you invented an XL turret for them the behaviour would be the same.
Not having a primary weapon spares the ship from the compulsory Y-plane alignment, but it comes with its own set of issues. The system involves a min-max range setting, recalculating positions only after the minimum range is triggered. Although the min-max setting is tied to the pilot's level, it's not particularly meaningful for players, as all player captains are treated as full level.
However, the new position doesn't ensure that the ship can clear the shooting range of the target during movement, especially for dynamic targets like the K. Consequently, while they don't collide with each other as frequently due to no longer being required to move to the same Y-plane, they still struggle to "kite" the K because they lack a clear understanding of how "kiting" should function.