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Ignore bad targets is the default of too many entitites

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29 days ago
I don't feel like resetting my settings and I did change quite a few, so it is hard for me to test.

Instead I'll just document some cases as I observe them.

Chainsaws do not fire at reef drones by default, which allows a reef to take over a chainsaw that would otherwise deflect the drones for free.
+4 / -0

22 days ago
Well, just turn cheap target avoiding off? :) I bet when a reef is up no more blastwings will come
+0 / -0

22 days ago
quote:
I did change quite a few
+0 / -0
20 days ago
Everyone has equal right to be shot at!
+0 / -0
20 days ago
IMHO it's better to have my units shoot at dumb stuff than it is for them to not shoot at all, since if you're shooting at dumb stuff you are still dealing damage, and it's not as if bullets cost anything. I find it especially annoying that things like cerebrus, which tend to spend a majority of their time shooting at unidentified radar dots anyways, have ignore bad targets enabled.

IMHO, disable ignore bad targets by default for anything that isn't a superweapon or artemis

Yes I can just configure default states, but it annoys not just me and makes these units behave in a non-intuitive way
+0 / -0


19 days ago
I think the avoid bad target defaults are fine for ground-shooting units. The lowest level only ignores the following:
  • Wind
  • Solar
  • Claw
  • Dirtbag
  • Drones
  • Anything that is currently armoured (and unable to fire, Crab is still a valid target).

The ground units in this class tend to be skirmishers, assaults with slow shots, precise units with a significant cost to firing (Felon, Lance, Dominatrix), and popup turrets. Heavy artillery avoids these targets as well, essentially to avoid Dirtbag teamkill and to being baited by Razor or Badger. The only ground-shooting unit with a higher default is Impaler, which adds Razor, unidentified radar dots, and a bunch of light raiders that it wouldn't be able to hit anyway.

Chainsaw and Hacksaw have avoid bad targets at the lower level, while Artemis has it at the Impaler level (which adds Gnat and Blastwing). All the lower level does for AA is avoid drones. I think it is reasonable for Chainsaw to not avoid drones, especially since unidentified radar dot drones will still be shot at.
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I know it's configurable and there are some good arguments either way, but impalers ignoring any kind of static is weird to me. That's what they are for, kill static.

You can manually target a closed razor if you need to, but why make it default to ingore? If anything, a target buildings only toggle would make more sense.

The only case I can think of to not target an armored static is if you try to kill a disabled razor/deso/gauss that is getting repaired faster than the impaler(s) can destroy it. Sure, I guess... but then that's not really a failure of the automated behavior of the unit. Rather, it's a failure of the player I would suggest. Bad targets avoidance aside, attack move impalers are also prone to target units in motion/wobbled radar dots and miss perpetually. I don't think anyone thinks that's a problem that needs fixing, but is rather an argument for the player to take manual control of certain units in specific circumstances.

I'm pretty sure I've seen other static behave strangely. Like desos ignoring dirtbags maybe? Or maybe a spired deso ignoring certain low cost targets because the heat guns are no longer in range of ground units and the main cannon does not target low cost units?

I will admit that most of the changes I made came down to persomal preference. For instance, even if I could want some units to ignore solars, I never want to. I would rather have any unit that is in range of a closed solar to shoot at it than to keep it's weapon ready. Odds are that if a skirm gets close enough to a solar to shoot at it, there isn't anything left alive to defend that solar.

Moderators also ignore drones I think, which they can kill. A ball of moderators will just let itself be picked apart slowly rahter than shoot back at free unit.
+0 / -0
Felons really want an Avoid Bad Targets state that lets them kill raiders but won't make them exhaust their shields on armored Solar Collectors. It doesn't make sense to me that the Free level won't attack unarmored solar collectors, however, as those are pretty high value targets compared to everything else in the Free category.
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