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So you're saying if a melee ship can't get in range of a target that's running away then it can't hit that target?
This doesn't sound like a bug to me, just a downside of melee ships. |
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The issue is that this occurs even if the fleeing ship is much slower than the melee ship. The melee ship follows just behind the target - which is out of range. |
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It's similar to this AIWC issue: https://bugtracker.arcengames.com/view.php?id=2291. |
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BadgerBadger, could it be that you misunderstand the problem we have with melee ships? Melee ships unable to attack because they are too slow to close the distance to a faster fleeing ship is not the issue here. The issue is that a vastly faster melee unit can never attack a fleeing/kiting ship.
Seeing a Speed 2200 Auto Bomb sticking closely to a Speed 500 Tank Astro Train but not able to detonate, just following with the same speed as the train looks just plain ridiculous. And most new people will probably not know that melee ships do no damage output on fleeing/kiting ships, which leads to a lot of threat when attacking enemy planets with a fleet mainly comprised of melee units.
All in all i would definitely call this a problem, even a major one because, in my eyes, the damage increase they (to my knowledge) have over their non-melee counterparts don't justify their literal uselessness in chasing every moving ship imaginable on top of having to close a distance in normal fights. |
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Several melee changes were made from 2.509 to 2.512, and possibly other changes in the meantime have also impacted this, but either way I just retested this with some gangsaws chasing a fleeing sentinel gunboat, and they brought it down. |
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