Missiles shot at point blank
Moderators: winston, another_commander
Missiles shot at point blank
The combat AI has a clear tendency to launch missiles when it's about to die. The very annoying thing is that it often happens when dogfighting. As a result, missiles are launched almost at point blank, leaving very little reaction time to ECM (and let's just hope it's not ECM-hardened missiles) . This is very frustrating to lose a won fight because of that. It's also very suicidal move on the AI's part, because the explosion would probably hit it as well.
- Norby
- ---- E L I T E ----
- Posts: 2577
- Joined: Mon May 20, 2013 9:53 pm
- Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
- Contact:
Re: Missiles shot at point blank
It is not a core feature, I think you use one of these OXPs: Detectors, HardShips, LaserCannons, Towbar, RocketMiner, RocketShips.
I implemented this to balance the bonus given by these OXPs (looks like there are many which inherited it), right before a scripted eject which give more escape pods but with additional risk.
Thank you for the idea, I plan to put something like this into the next versions (just I do not know when will be released):
Meantime if you would like to turn it off then comment out the fireMissile() call in .js of the OXP you use.
I implemented this to balance the bonus given by these OXPs (looks like there are many which inherited it), right before a scripted eject which give more escape pods but with additional risk.
Thank you for the idea, I plan to put something like this into the next versions (just I do not know when will be released):
Code: Select all
if(player.ship.position.distanceTo(other.position) > 5000*Math.random())
other.fireMissile();
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Missiles shot at point blank
Ferdies seem to have a penchant for this - my finger hovers over the ECM whenever a dying Ferdie charges in.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Missiles shot at point blank
So. It. Was. You.
Indeed I have towbar installed. Thanks for the tip!
Indeed I have towbar installed. Thanks for the tip!
- Cmd Northgate
- Competent
- Posts: 53
- Joined: Thu Nov 19, 2015 10:51 am
- Location: Galaxy 1
Re: Missiles shot at point blank
Adders also do this as well. I've been destroyed a few time by the final action of an added. I always finish them off now at a bit of a distance, or make sure they have fired their missile earlier in the combat.
I also used to suffer from being destroyed by a missile release from a ferdie at close range as the hurtle past. Not so much now, guess I'm just more wary of the tactic.
I also used to suffer from being destroyed by a missile release from a ferdie at close range as the hurtle past. Not so much now, guess I'm just more wary of the tactic.
- Amah
- ---- E L I T E ----
- Posts: 486
- Joined: Tue Aug 28, 2012 8:05 pm
- Location: aboard the Laenina Crowne - Yasen-N class space freighter
- Contact:
Re: Missiles shot at point blank
Not sure if helps with point blank missiles (yeah, ferdies seem to have a hang of that *sigh) but maybe AutoECM might help - https://bb.oolite.space/viewtopic.php?f=4&t=9765
Amah
- about Amah: wiki
- noshaders versions of Griff's extra, alternate ships and accessories: discussion, wiki
- ocpc - customize the player ship: discussion, oxp repository
- Cmd Northgate
- Competent
- Posts: 53
- Joined: Thu Nov 19, 2015 10:51 am
- Location: Galaxy 1
Re: Missiles shot at point blank
Nice suggestion, one less thing to worry about!