Forums » Bugs

Capital Cannon fires through Trident

Apr 04, 2015 HepFree link
I think it's great that the devs listened to the community and changed the aiming of the turrets on Capships, but tonight when messing around in a hive skirm to try it out, I think that the level of auto-aiming needs to be tweaked. I was able to target a bot, and continue my fire even as it moved out of sight, even shooting through the dent and scoring hits on the target.
Apr 04, 2015 Pizzasgood link
The level of auto-aim isn't what needs to be tweaked. The targeting system just needs to be restricted to not go outside the range of motion of the turret when employing auto-aim. Even better would be to do a collision check to see if it would pass through the ship, but that would be more computation intensive.
Apr 04, 2015 abortretryfail link
Capgauss has crazy auto-aim angle now that the game is actually *using* it...

A collision check wouldn't be computationally expensive. Doesn't it already do those to see if shots hit enemies or asteroids or anything else?
Apr 05, 2015 incarnate link
No, generally weapons are not checked against the local ship, to avoid issues with placement of weapons and geometry and such, and also to reduce overhead.

Collisions are only checked against those objects that are considered collide-able.

But, yes, we should probably limit AA to the intended FOV of the turret.
Apr 05, 2015 abortretryfail link
If you do that, how about putting the turrets in less awful spots?
The blind spot donut around the Trident is big enough to hide a Leviathan in, and both players and NPCs flock right to it. Almost all of the turret fire hits I get are at the edge of AA...
Apr 11, 2015 qubert link
+1 to arf and it seems even more messed up now that you fixed it again, gat turret is targeting like neuts, I need a beta tester badge for all these changes back and forth the gauss turrets are worse than the first fix please put them as they were at least. The only thing that was wrong was gat turret aa and it still is.
Apr 18, 2015 raybondo link
I just tried the Gatling Turret MkII and the generic Neutron turret and their targeting are not the same.
Please tell me what you were doing to measure this and I can try to reproduce your setup exactly.
Apr 19, 2015 abortretryfail link
qubert is using them on a Trident.

On a Trident, basically the only reason why you'd want to use the Gatling Turret MkII versus a Neutron is to try and get better coverage area with the A/A. Now that you guys limited the A/A to the turret's field of movement, the enormous toroidal blind spot around the Trident is larger than ever.

It's working as designed now, and the Trident is poorly designed. The 4 turrets are clustered in (almost) the worst possible places.
Apr 19, 2015 incarnate link
Right, but that has nothing to do with the auto-aim. If there's an actual implementation problem with the auto-aim, that should be reported. If we're back to "we don't like the position of the turrets", but the AA is correctly limited and functional within the turret FOV, then that's a separate issue.

In no way should the blind spot by "larger than ever" by our adding auto-aim to a weapon that practically had none before. The AA of the Gatling Turret is still larger than it was before. So, I'm having some trouble understanding why this is "worse".
Apr 19, 2015 Pizzasgood link
Was the issue with AA exceeding the FOV always there and just not noticed? Because if it was always there, then that means that before when the AA was worse but the limit was not enforced, the effective area of the turret would have still been higher than it is now with the limit enforced, no matter how high the AA might now be.

That's the only thing I can think of to explain their complaints.
Apr 20, 2015 abortretryfail link
Pizzasgood gets it.

The weapons used to all have the hard-coded autoaim of a Neutron Blaster that would aim a bit into the blind spot. Now it doesn't aim into it at all, hence worse than ever.

You score a LOT of hits at that edge when all the targets hang out there.