#Is it okay? (None -> Set no target, not work in hangar)

99 messages · Page 1 of 1 (latest)

twilit nimbus
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I used same AI in Lazers, as result they didnt fire while enemy room not destroyed
But the drones from the hangar keep shooting

arctic sedge
arctic sedge
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if you're willing to share a replay with me in-game I could take a look and maybe explain what's happening

arctic sedge
# twilit nimbus Lazer AI

ok, looks the same, so both rooms should be shooting in case there is a destroyed room OR enemy shields >25%

arctic sedge
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hm, after watching the replay, I can confirm that crafts are acting strange in connection to 'set no target'

  • if hangar has a target chosen, crafts will start targeting that room
  • later, even if the hangar is set to no target, the crafts keep shooting their last target
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so the hangar is doing alright - it properly sets 'no target'. However, the crafts already in flight don't respect that command and keep shooting at the last target that was chosen.

torpid walrus
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so its currently set to ignore no target commands

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What I have to ask here is, for what reason would u want your crafts to stop firing?

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I guess I should poll this

twilit nimbus
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I had an idea to break the room for a moment, and inflict all the instant damage available to the game, defender drones fit this definition.
target - none, need to synchonization of all cannons

torpid walrus
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Oh actually I just remembered one of the reason why i didn't allow this, its because it would break Bombshells as they need a target to move towards to

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i suppose i could exclude Kamikaze crafts from this

jade gulch
jade gulch
torpid walrus
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they just circling around it

jade gulch
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IDK the backend but it seems plausible to allow them to circle the ship center if no target

arctic sedge
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From what I saw in his replay the hangar stays at full reload without producing crafts without a target, which is weird.

torpid walrus
arctic sedge
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I would expect the hangar to produce a craft, the craft to fly towards the enemy, but the craft not to shoot

torpid walrus
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as ppl may use it for not launching to prevent them getting taken down by AA

arctic sedge
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Other rooms don't have crafts 🤷

torpid walrus
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doesn't matter

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the rule is activation can't happen without a target

arctic sedge
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Ok, that's fair

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Didn't think about that. In theory it's true, in practice it doesn't seem a good idea due to the long travel time

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But it's a valid concern...

I would personally try to produce crafts and then hold their fire

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That way they can go to enemy and prepare to fire, but wait until there's a hole and then insta fire to deal maximum hull damage

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I think that's the OP's idea too

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Anyways. That should be settled now.

weary lotus
arctic sedge
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but generally, sure, if you can bombard with trackers and ugh ... disable dfh /defensive drones in general... then poof, 15 dmg, it's scary, honestly, to some extent I see how that would be VERY strong

dry aspen
# torpid walrus no because they still have the target with cloak

Question, with the "Set No Target" AI, will the craft's reload keep going even when Enemy's Cloak is on. One of the best part of Prisms before is getting them to sync up once Enemy cloak goes off and they all fire at the same time. It was the coolest visual ever. It really sucked when the last change killed that.

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I'd love if I can set Prism to "Set No Target" during enemy cloak and have their reload advance during cloak again. Literally all other laser weapons does that followng cloak except laser crafts

torpid walrus
torpid walrus
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actually

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the problem is

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that was prevented to begin with because it was problematic

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tho i don't remember why

dry aspen
torpid walrus
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ah right

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hmm i mean it makes sense but its also a bit of inconsistent behavior if I allow it just for Set No Target

dry aspen
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So you don't sync all the emp and fire missiles. But, that killed laser syncing for crafts that every other laser weapon room does following cloak

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Ideally, Corsair and Firehawks don't want sync their attacks after cloak. But, all other crafts would want to attack right after cloak wears

weary lotus
torpid walrus
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my issue with this is that ppl won't know inherently that this is how it works without us explicitly mentioning it somewhere

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It would be more consistent and makes more sense if it was reversed like crafts will continue to reload regardless but stops if no target

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i mean even then its still not ideal

dry aspen
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If you want consistency between rooms

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Although, you can say hangars already act different around enemy cloak with the craft not reloading during it.

torpid walrus
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@dry aspen actually u could technically already do this with AI by just checking whether current reload is less than max reload then skip the Set No Target check

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this way u can wait for crafts to sync up

dry aspen
torpid walrus
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yea so don't really need this change

dry aspen
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But, does that work during enemy cloak?

torpid walrus
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what i mean is if ur goal is just to sync then technically just don't set any target until your reload is synced

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u SHOULD suffer the delay as a result of cloak

torpid walrus
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it just can't fire

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so making the crafts work this way WOULD be consistent

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or are u referring to the Set No Target bit

dry aspen
torpid walrus
dry aspen
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The whole idea to use Set No target is to sync attacks, but I was thinking it still won't work around enemy cloak if the craft don't reload

torpid walrus
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hmm but i suppose that does bring back the original problem for Corsairs

torpid walrus
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u just need to suffer the reload time delay

dry aspen
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Okay. I still find it a bit weird from gameplay perspective for crafts to not be able to reload themselves during cloak when literally everything else do. Like, for new players it's hard to digest there's a difference

torpid walrus
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it wasn't like that originally

dry aspen
# torpid walrus it wasn't like that originally

Yeah, Prisms were so cool coming out all firing together after cloak originally. Still one of the coolest visual thing I remember seeing from the game. I was hoping maybe "Set No Attack" would allow for reload for Prisms again even under enemy cloak. I will have to give up seeing that again for now

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Nowadays, I think DH is mostly either Bombshell spam and/or shieldbusters.

torpid walrus
dry aspen
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that is if we can't look at certain actions (i.e. having no target set during enemy cloak) to allow for the craft reload

torpid walrus
dry aspen
dry aspen
torpid walrus
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unless i broke this

dry aspen
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Okay, thanks. I wasn't sure if all craft reload has to all necessarily be all impacted by enemy cloak

torpid walrus
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actually i think there may be an issue ehre

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i'll need to review the code

dry aspen
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Please do, because I sure don't think DFH craft should in any way have their reload impacted by enemy cloak. I don't think that needs to be explained

torpid walrus
dry aspen
undone vale
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omg i need to try shield skip on crafts now GSusShock doloressip

supple pasture
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So in a nutshell, all standard weapons reload during cloak. Setting "no target" allows all weapons to reload without firing, letting them "sync" their firing for large burst dps.

Crafts are an exception, because they're designed to "continuously" fire. They have an exception that causes the craft to not reload during cloak or have the ability to de-target enemies (to maintain sync when firing later).

DFH is being updated to have craft that do not follow this rule since its craft aren't offensive.

Since "firing" for hangars is coupled to two sources of truth (craft firing weapons vs hangar deploying craft), it seems like it might be valuable to add an option to "hold craft fire" or "allow craft fire". This fulfills the goal of always having a target (for the hangar), but also allows players to synchronize firing for crafts (I can imagine shield buster + prism craft would benefit from this if we only wanted to fire the prisms off when shields are down/vice versa).

supple pasture
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Maybe to make the default behavior more clear, all hangars could also have a “if cloak ->suspend craft reload” command baked in by default?

undone vale
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Untargeting is already really strong because most crafts have really low shield DPS and fast ammo flieght speed.

The new feature gives them the ability to bypass shields almost completely (when programmed well) and increase the DPS by around 15% ... which is my current estimate value