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Post by Punginator on Oct 26, 2017 13:11:37 GMT
Could someone please enlight me about how dodging (when set to "on") is supposed to work?
It seems to me that ships never attempt to dodge slugs in either broadside, homing, nose on etc behaviour. I would expect some random evasive maneuvers instead, are these maybe on any wishlist for next patches?
Thanks
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Post by jtyotjotjipaefvj on Oct 26, 2017 19:15:53 GMT
It doesn't apply to bullets, probably due to performance concerns. It just tries to avoid collisions other ships (so ships, missiles, payloads and so on.)
If you make a cannon that fires payload projectiles, you can see ships try to dodge them. It's not too smart though, it tends to just accelerate into a single direction meaning the dodge prediction on guns and especially missile homing will perfectly predict hits. If it dodged on a random path it would be a lot more useful. The only real use is to get your drones to avoid collisions with each other and capital ships.
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Post by newageofpower on Oct 26, 2017 20:08:32 GMT
If the target has a significant fraction of the acceleration of the incoming missile, you can get successful dodges. Dodge AI is a little buggy though; I remember last year ships did their best to dodge bullets as well.
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Post by shiolle on Oct 27, 2017 5:25:38 GMT
In my experience ships do try to dodge dumb projectiles, but only after they are hit. So, the AI is not sophisticated enough to think: "this stream of rounds is getting too close for my liking", but it will change acceleration vectorafter the first impact, at least in broadside mode. The algorithm whcb AI uses to assign these orders is a different subject.
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Post by treptoplax on Oct 28, 2017 15:11:43 GMT
Smallish ships set to broadside and dodge make a reasonable effort, varying thrust and direction, especially if they have relatively high-powered control thrusters on the side.
Such ships run out of fuel in a couple of minutes, though.
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