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I second. The artillery golem is too fragile to need to move like that. |
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Main issue is that ships with secondary weapons want to close range to use said secondary weapons unless at least one weapon is truly infinite range. At which point sniper movement logic takes over. Main reason I can think of where Artillery Golems are this way is because they are also part of anti-Spire exo fleets. So probably just a copy_from at work here. Player one just needs the main weapon set to infinite so that it doesn't like charging in to utilize defensive armaments in the middle of a crowd that will happily melt it. |
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Either giving truly infinite range on its main weapon or imposing a defined weapon range beyond which a ship's kiting logic is suppressed seem like a good idea. |
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This explains why the lone spire I found felt really weird to use. Agree that both ships getting their behavior changed would feel a lot better. |
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There are issues with other infinite range units as well. I sometimes see Tritium Sniper Frigates and the like move to knife-fighting range because they're trying to destroy some Tesla Guardians. I'm pretty sure that is because of the Fortified trait that those things have, they tend to stay at greater range otherwise unless I manually target something. It is annoying to have the Artillery Golem and other infinite range units moving towards a target when I manually target something, or even when you don't as often seen with the Artillery Golem. I remember wanting to snipe a specific Dire Guard Post (or maybe it was a Dire Guardian) and it just moved into another's firing range instead of just staying put.
I also agree that it would be nice if that particular Lone Spire Frigate had an option (or default ability) to kite based on the range of it's other weapon; then if you want it stationary you just don't put it on FRD mode. |
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Thanks!
* We had some old logic in the game for not having sniper-range-style ships chase targets, but it was set at a value of 120k or so range, and so did not handle some lower-ranged ships that still have no reason to do this sort of movement. Artillery Golems have a range of 99,200, for instance.
** We have now set up a new external constant, balance_distance_after_which_ships_will_not_chase_targets, rather than having this hardcoded. And this is now set to 50k, which is just slightly less than the diameter of the gravity well. Any ship with that level of range should not be chasing its targets. |
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