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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9527
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Posted - 2014.02.23 09:13:00 -
[1] - Quote
It rotates way too fast, much faster than the turret can rotate when controlled by a player. AI rotation speed should be the same as player-controlled rotation speed. They currently are ale to track targets through walls, and shoot the targets with perfect accuracy as soon as the get out of cover. The AI should stop tracking targets behind cover, and forget abut them completely until the target gets out of cover.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Stefan Stahl
Seituoda Taskforce Command Caldari State
437
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Posted - 2014.02.23 12:23:00 -
[2] - Quote
There is no AI involved with installations. That's why they don't need to see you. Installations are possessed by transdimensional demons that have come into this world to feast upon your fear and anger.
On a more serious note, installations should have been removed from the game after the end of Skirmish 1.0. They don't make any sense at all. |
Glitch116
On The Brink CRONOS.
82
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Posted - 2014.02.23 12:47:00 -
[3] - Quote
then we need an exorcist up in here to deal with these bitches any amarr space priests out there?
I AM THE KING OF THE BLASTER!!!
deal with it
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Bendtner92
Imperfects Negative-Feedback
1769
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Posted - 2014.02.23 15:05:00 -
[4] - Quote
Well yes, it's not like we've been saying for ages that the same rectrictions that are in place when they are player controlled should also apply when they're not.
Furthermore they should also just remove all the turrets in the redline as there's really no need for turrets there as long as there's actually a redline in place. Or at the very least remove the railguns because having a railgun placed in there makes as much sense as going from Skirmish 1.0 to Skirmish 2.0 (so none).
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9529
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Posted - 2014.02.23 17:25:00 -
[5] - Quote
/me buys the skillbook for system exorcism
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Glitch116
On The Brink CRONOS.
82
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Posted - 2014.02.23 20:31:00 -
[6] - Quote
update
i have done some testing on turrets with a corp mate to get an idea how the turret AI works the AI will normal not fire until A. it is aggroed by being shot B. a valid target enters range for blasters this is everything with infantry being primed last rails is vehicles only however they have a MASSIVE aggro range missiles aggro vehicles and other installations as well as null cannons (very annoying)
once a turret is aggroed it will stay aggroed and contuine to attack anything that comes into range the only way to tell if a turret is aggressed is by looking for a small lazer that runs along the barrel this when this is green a turret will not attack once aggressed this turns red
if a target aggresses a turret and moves away the turret will stay aggressed for about 30s before returning to its rest state if the target moves back into line of sight before this time no matter how far they may have traveled the turret will almost instanly begin to attack this is why turrets appear to track through walls
will have more info after farther testing
I AM THE KING OF THE BLASTER!!!
deal with it
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Bendtner92
Imperfects Negative-Feedback
1769
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Posted - 2014.02.23 20:49:00 -
[7] - Quote
Glitch116 wrote:update
i have done some testing on turrets with a corp mate to get an idea how the turret AI works the AI will normal not fire until A. it is aggroed by being shot B. a valid target enters range for blasters this is everything with infantry being primed last rails is vehicles only however they have a MASSIVE aggro range missiles aggro vehicles and other installations as well as null cannons (very annoying)
once a turret is aggroed it will stay aggroed and contuine to attack anything that comes into range the only way to tell if a turret is aggressed is by looking for a small lazer that runs along the barrel this when this is green a turret will not attack once aggressed this turns red
if a target aggresses a turret and moves away the turret will stay aggressed for about 30s before returning to its rest state if the target moves back into line of sight before this time no matter how far they may have traveled the turret will almost instanly begin to attack this is why turrets appear to track through walls
will have more info after farther testing Good job on the testing.
I don't really have any problem with the agressive mechanics, maybe except for them attacking everyone when agressed instead of only the one(s) that agressed it.
However, the same restrictions that apply when player controlled, stuff like rotation speeds and clip sizes (I never use installations, so I don't even know if they added clip sizes with 1.7), should absolutely apply when they're AI controlled as well.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9661
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Posted - 2014.02.28 16:30:00 -
[8] - Quote
pew
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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The-Errorist
522
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Posted - 2014.03.02 19:57:00 -
[9] - Quote
+1 |
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