[#3578] 7.5 M ships pull away too late in attacks

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LameFox
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[#3578] 7.5 M ships pull away too late in attacks

Post by LameFox »

https://youtu.be/CB1IdohZ-lU
https://drive.google.com/file/d/1NOk8Yd ... sp=sharing

These are some Argon NPCs that are scripted to show up and fight Xenon in Nopileos Memorial. I take them as a fair representation of the AI, probably better even than what players would get directly from a wharf (and even that should not fly into things).

I see two problems here. On their initial higher speed attack run, most of these ships come very near to ramming and several of them do ram. From the looks of it, the H being so flat is all that saved the others, too. Then you have their subsequent, lower-speed attack runs, and on these they don't collide (as often) but do something equally bad which is to kill all their momentum right near the surface of the target and rotate to a new heading before flying off. This is a big source of M ship fatalities in my experience. This H is not very dangerous but you can imagine doing that near other destroyers, K's, stations. The loss of mobility is death to them, even an L plasma turret could hit them doing that. Both of these appear to stem from picking a ridiculously close point to break off their attack. At high speed it results in collision, while at lower speed it makes them super easy targets.

IMO what they should be doing is to break away sooner, and take a wider turn that doesn't cut momentum so harshly. In the new system, they could even pulse their boost at the end of the turn to get away from all the turret fire they have most likely just attracted. These ships do not have the durability to be static in a fight like they frequently are when they ram or halt to avoid ramming.
Last edited by Tranxalive on Fri, 7. Mar 25, 19:01, edited 1 time in total.
Reason: Adding Mantis Report number.
***modified***

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