ExMachina -> RE: Excessive missile firing... (11/13/2013 12:27:25 PM)
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quote:
Im fine with platforms firing 2 missiles at a target, what i have questions about is when a unit fires 2 missiles at a target, the first missile hits and kills the target, then the unit fires a third missile immediately after the kill, thereby wasting the missile. That's close to what I've noticed, but not exactly what the log reports. What I've noticed is that is a friendly unit fires a *simultaneous* pair, if the *first* missile resolves w/o a HIT then a third missile is immediately fired before the second missile (of the first pair) resolves just a milliseconds later. Usually, the result is that the inbound vampire is destroyed by second of the first two missiles, and the third missile ends up just dropping into the sea--a modest delay on the firing of followup shots would go a long way to make this behavior go away. quote:
About defensive missiles: I don't understand the problem - they are fired at inbound missiles that are effectively out of range? The reverse: the AI will fire defensive missiles at ANY missile that's within range, even when the chances of intercepting it before impact are zero (so, when the inbound vampire hits it's target, the defensive missile is still several nautical miles away) This happens most often when two friendly groups of ships are operating in moderately close proximity. And as aleady noted, this kind of "target anything" approach has ultimately (on at least two occasions for me) actually ended up put my *firing ship* in jeopardy because its weapons and weapons' directors were preoccupied in a wild goose chase elsewhere.
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