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Slashers very BUGGY

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7 years ago
new Slasher SmartAI and Targets is very Bad, its shit!

Remove this shit and restore / Lazarus the old AI, this was better, very better.
And i dont mean the "SmartAI" i mean the tracking!

Slashers are unplayable... no fun... no!
+1 / -1

7 years ago
Tracking?... What are you talking about?
+0 / -0
7 years ago

I can tell bad.
Previously the target process was just extremely better.

I habbe me easily works with the Fight command.
Once a Slasher an enemy had captured, he ballerte this was until it is destroyed or out of the firing line.

Now the Slasher looking at himself new goals so that a coordinated attack little is possible.

Next the Slashers have become nervous.
Once time is a target out of reach consists of stupid slasher again in motion, rather than wait as before by 2 seconds. Have you now 10 Slashers, thus blocking the grade losgefahrene Slasher as another slasher. Previously that was not bad, but now also the new Slasher drives off and tried to take a new position.

And then the totally senseless shooting at solar collectors.

Standing next to the opponent 2 solar collectors, they will be genonmen also under attack. Previously, these were deliberately Ignored by Slashers, if men had the USER Fight Command. If I wanted to attack a solar collector, but I just stopped the Slashers it.

These are the 3 main factors that have extremely deteriorated.

A picture:
I have 10 Slashers and attack using F key (Fight Command) 2 tanks are the next to the solar collector. After 5 seconds, get 2 more opponents.

Earlier:
All Slahers (at least 8 of the 10) have fired join forces in the 2 tanks. If the new enemies were added, so although these opponents were further fired. I wanted that the Slashers reorient or capture the new targets, I would again pressed the F key.

Current situation:
From 10 Slashers Slashers fire 3 to 1 opponent, 2 on another opponent and 2 on a completely insignificant solar collector. 3 Slashers are constantly on the move because they block each other.
Will there be new enemies added, these are automatically taken under fire. It lacks the combined fire power!

So it does not benefit even if 20 Slashers occur as a group because they simply blocking each other!

I wonder which one of the Devs geänderet all and why please?

This had previously everything works so well!


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DEUTSCH - GERMAN - ORIGINAL (for better understanding)
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Ich kann das schlecht erklären.
Früher war das Zielverfahren einfach extrem besser.

Ich habbe mich mit dem Fight Befehl vorgearbeitet.
Sobald ein Slasher ein Gegner erfasst hatte, ballerte er auf diesen bis dieser zerstört war oder aus der Schusslinie.

Nun sucht der Slasher sich selbst neue Ziele, so dass ein koordiniertes angreifen wenig möglich ist.

Weiter sind die Slashers zu nervös geworden.
Sobald mal ein Ziel ausserhalb der Reichweite ist setzt sich der dumme slasher schon wieder in Bewegung, statt wie früher mal 2 Sekunden zu warten. Hast Du nun 10 Slashers, so blockiert der grade losgefahrene Slasher zum Beispiel einen anderen Slasher. Früher war das nicht schlimm, aber nun fährt auch der neue Slasher los und versucht eine neue Position einzunehmen.

Und dann das völlig unsinnige schiessen auf Solarkollektoren.

Stehen neben dem Gegner 2 Solarkollektoren, so werden diese auch unter Beschuss genonmen. Früher wurden diese von den Slashers bewusst Ignoriert, wenn men den Fight-Command benutz hatte. Wollte ich einen Solarkollektor angreifen, aber ich die Slashers einfach darum angehalten.

Dieses sind die 3 Hauptfaktoren, die sich extrem verschlechtert haben.

Ein Bild:
Ich habe 10 Slashers und greife mittels F-Taste (Fight Command) 2 Panzer an die neben dem Solarkollektor stehen. Nach 5 Sekunden kommen noch 2 weitere Gegner.

Früher:
Alle Slahers (mindestens 8 von den 10) haben mit vereinten Kräften auf die 2 Panzer gefeuert. Wenn die neuen Gegner hinzukamen, so wurden trotzdem die alten Gegner weiter beschossen. Wollte ich, dass sich die Slashers umorientieren bzw die neuen Ziele erfassen, so hätte ich nochmals die F-Taste gedrückt.

Jetzige Situation:
Von 10 Slashers feuern 3 Slashers auf 1 Gegner, 2 auf einen anderen Gegner und 2 auf einen völlig unbedeutenden Solarkollektor. 3 Slashers sind dabei ständig in Bewegung weil sie sich gegenseitig blockieren.
Kommen noch neue Gegner hinzu, werden diese automatisch unter Beschuss genommen. Es fehlt die vereinte Feuerpower!

So nützt es auch nicht, wenn 20 Slashers als Gruppe auftreten, weil sie sich einfach gegeneinander blockieren!

Ich frage mich, wer von den Devs hat das alles geänderet und warum bitteschön?

Das hatte früher alles so gut funktioniert!
+0 / -1

7 years ago
Slasher keep targeting and chase units that are out of range instead of changing to available target and keep firing is what I recently observed
+3 / -0
I'm failing to replicate this problem but then I'm not sure I understand what it is.

A replay and time at which the Slashers behaved badly would be helpful although I think replays may be bugged at the moment, or were.

EDIT: Oh I see, Fight command. It has never once in my life occured to me to use Fight command on Slashers.
+0 / -0
Another problem being mentioned here is target priorities only looking at maxDamage instead of actual health(Slashers not all focusing weakest target but spreading their damage among targets with same score)
+0 / -0


7 years ago
We need a replay.

Target priority among units of the same time has current health as a tiebreaker. However, if you are using Fight then Slashers will self-assign attack commands and thus won't benefit from their weapons passive target priority. If I recall correctly Slashers tactical AI is disabled by default because it will give poor results in many situations.
+0 / -0
7 years ago
i will fin a replay, but i started replay, ZKL and ZK crashed.
Replay not work.

+0 / -1

7 years ago
Replays should work now. Aside from not being able to understand half of what you said, examples are good.

I think there may be a bug of some sort with slashers not having allowweapontarget called often enough so that they don't switch targets (thus attacking stupid things like solars instead of combat units).
+0 / -0
7 years ago
in this replay you see the bug
http://zero-k.info/Battles/Detail/430426

the bug is stupid, the player Parzival say to me what i do...

I have make a Youtube Video with Comments of the Error.


+5 / -1
Perhaps this has something to do with min engagement distance?

Slashers out run commander.
Commander is moving backwards.
Slasher tries to predict movement of commander to keep it within 60-70%(?) of its range.
Slasher inevitably walks into commander.
Slasher dies. Opps.

[Spoiler]
+0 / -0

7 years ago
I'd recommend OBS. But I guess mobile phone capturing and uploading is still more convenient...
+0 / -0
7 years ago
FFSplit - wat is this?
+0 / -1

7 years ago
quote:
Slashers out run commander.
Commander is moving backwards.
Slasher tries to predict movement of commander to keep it within 60-70%(?) of its range.
Slasher inevitably walks into commander.
Slasher dies. Opps.


I've seen slashers do that when not on hold position. In that case they try to chase whatever they were chasing rather than just stopping and shooting the nearest enemy.
+0 / -0


7 years ago
FFsplit/OBS are both screencasting programs. You can tell them to do a local recording then upload it to youtube.
+0 / -0


7 years ago
Thanks DErankXivender, the video makes this a good report. It would be nice to see whether tactical AI was enabled for the Slashers. However, I doubt it was enabled because they never received any move commands and the AI is off by default. I think it is not a new bug, its standard Spring behaviour. Units will self-assign attack commands when on fight or not set to hold position. They will then maintain and follow that attack command. To fix this someone needs to write a gadget which reassigns these self-assigned attack commands when it makes sense to do so.
+0 / -0

7 years ago
quote:
To fix this someone needs to write a gadget which reassigns these self-assigned attack commands when it makes sense to do so.


Isn't that what target priorities are supposed to do? It seems to me like maybe something about the slasher's special stop-to-fire behavior might be preventing target priorities from working.
+0 / -0


7 years ago
Target priorities does not control self-application of attack commands. It individually controls the targeting weapons held by units without an attack command.
+0 / -0

7 years ago
Slashers still seem to get stuck on stupid targets even when on hold pos though. Also afaik fight command only sets the unit's target (what the unit chases) and not the weapon target (what the unit shoots at) so it's not exactly an attack command. Generally units that have turreted weapons will always obey target priorities and units that have fixed weapons (notably banshee and brawler) do not. If slashers' weapon target is always locked to their unit target then it would make sense that target priorities wouldn't work for them, which if true is probably due to the stop-to-fire mechanism.

While a chase priority gadget would be good (is there even a callin that can be used for that?) it would still be better to have slashers properly obey target priorities if possible since chase priorities would need to consider enemies that are out of range and probably would not work for units set to holdpos by design.
+0 / -0


7 years ago
quote:
Slashers still seem to get stuck on stupid targets even when on hold pos though.

Apparently units on hold position give themselves attack commands as well. This is provided that they are either idle or have a fight command. I just found out that non-fight self-attack commands will update based on target priorities every five seconds. This update does not exist for the fight version. There is probably some switch in the engine to control this behaviour. This may not be worthwhile because an update every five seconds is quite slow.

quote:
Also afaik fight command only sets the unit's target (what the unit chases) and not the weapon target (what the unit shoots at) so it's not exactly an attack command. Generally units that have turreted weapons will always obey target priorities and units that have fixed weapons (notably banshee and brawler) do not.
Attack commands always set what the unit chases as well as what its weapons fire at. Turreted weapons seem to never obey priorities while they have a fight command. Attack give by Fight seems to prioritize firing at the closet unit. Try it for yourself.

quote:
While a chase priority gadget would be good (is there even a callin that can be used for that?) it would still be better to have slashers properly obey target priorities if possible since chase priorities would need to consider enemies that are out of range and probably would not work for units set to holdpos by design.
Why do chase priorities need to take out of range enemies into account? The gadget would simply remove an attack command on a unit that leaves Slasher's range. This would make the fight command reassign its target.
+0 / -0
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