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Razor baiting autofire

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13 days ago
I've noticed that people build Razors in front of their defenses, which causes all units to autofire at it rather than surrounding structures. This doesn't apply just to Razor, as other structures get high resistances to damage when closed. This is most evident when using Felons, they will use up their entire shield on a closed Razor, having no charge left to attack defenses behind it unless their fire is manually controlled.

A closed Razor should be have the lowest priority for autofire targeting, ideally there should be a way to ignore such closed structures entirely.
+0 / -0
13 days ago
As both a shield player and a porc lover I find myself in the odd position of both loving razors in from of other defences to draw fire and hating the fact that they drain my Felon's firepower.

I think that overall, however, razors are pretty good just as they are.

They're not invulnerable, and if you're facing a lot as a shield player the solution is to make a ton of Rogues and spam missiles at them, while keeping Felon as an insurance policy vs riots behind them.

The thing is, if (for example) razor's hitpoints was reduced, AA would become pretty vulnerable to things like Impalers.
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13 days ago
When I last checked, Razor was basically the lowest priority target. Solars and Dirtbags may be lower, and possibly unarmed units too. If a unit doesn't have an attack command and is only in range of a Razor then it will fire at the Razor. If you find a case where a unit chooses a Razor over another armed unit then you've found a bug.

Ideally we would eventually make the firestate some sort of "anti-bait" state which tells Felon to ignore closed Razors.
+1 / -0
13 days ago
It is not a just a problem for Felons. All burst damage from an approaching army gets dumped on the first thing they spot, which will most likely be a turtled Razor/Faraday/Gauss. I guess autofire priority will not fix such an issue since there is nothing else to target, meaning it would have to outright ignore turtled defenses.
+1 / -0

13 days ago
the grim and uncomfortable truth is:
use hold-fire.
i know it´s far from being handy, but if it´s important to you your units don´t fire at the razor, that´s the solution until AUrankAdminGoogleFrog has applied the changes.
+1 / -0


13 days ago
There's a widget by terve that controls Felon fire on SpringFiles iirc - alongside similar smart fire control widgets for gravguns, artemis, etc. Shaman wrote one for Hacksaw, unsure if it's published.

Merging and integrating those and a few others into the game proper (LuaRules) would be quite a start on that Smart Fire unit state.
+3 / -0

12 days ago
Yes, I have published a "targetting AI Package" to springfiles that includes TargettingAIs for several units, including Felon that replaces [return fire] firemode with custom targetting orders to avoid wasting shots against closed Razor and solars and mexes in general. Some of them will limit attack targetting against too low cost units, like TargettingAILance that doesn't fire at units with cost of 200 or lower unless they get too close to the lance.
+1 / -0