1.29: Units holding fire

Post your support requests for GSB2 here!
User avatar
yurch
Supreme Robot
Supreme Robot
Posts: 637
Joined: Mon Nov 23, 2009 3:25 am

1.29: Units holding fire

Postby yurch » Sat May 09, 2015 8:06 pm

After seeing Alekan discuss it here: http://positech.co.uk/forums/phpBB3/viewtopic.php?f=43&t=11155#p72590

I am also frequently observing particular unit of mine holding fire. In this case they are using fast missile launchers, and are easily in range of a large number of enemy vessels that they have orders to attack.

It is difficult to tell, but gunners may be selecting units that are slightly out of range. On it's own, this is infrequent at the most.

However, the effect is exacerbated tenfold with vulture and cooperative orders. Removing these orders can turn close matches into dramatic routs - something is up.

User avatar
Danou
Supreme Robot
Supreme Robot
Posts: 136
Joined: Fri Nov 13, 2009 1:52 pm

Re: 1.29: Units holding fire

Postby Danou » Sun May 10, 2015 6:14 pm

I did also observe the same as yurch. In my case my ship was using cruiser pulse lasers.
Creator of Danou's Rebalance Mod

User avatar
yurch
Supreme Robot
Supreme Robot
Posts: 637
Joined: Mon Nov 23, 2009 3:25 am

Re: 1.29: Units holding fire

Postby yurch » Mon May 25, 2015 3:07 pm

1.31: here's a shot
Image
Why is this beam laser holding fire?

In this instance, the unit has cooperative orders, with a fairly high priority of attack dreads over cruisers.

User avatar
yurch
Supreme Robot
Supreme Robot
Posts: 637
Joined: Mon Nov 23, 2009 3:25 am

Re: 1.29: Units holding fire

Postby yurch » Tue Jun 02, 2015 11:44 pm

1.32: Here is my carrier, sitting in range of many, many targets. It is holding fire with all six of it's weapons as it gets pelted with missiles:

Image

This ship has no other orders besides basic attack.

User avatar
troycheek
Senior Line Worker
Senior Line Worker
Posts: 5
Joined: Wed Jun 03, 2015 10:28 pm

Re: 1.29: Units holding fire

Postby troycheek » Thu Jun 04, 2015 1:33 am

Are your enemy units using hologram projectors (or whatever those things are called)? I've noticed my cruisers will target the images instead of the real ships, which is what's expected, but when the images fade, the cruisers ignore the real ships even when they're at the same range. When the image is projected again, the cruisers start firing again. I mean, I've seen this hold fire problem in scenarios without image projectors; it's just that it's really obvious that real enemy ships are in range when the cruisers start firing past multiple units to aim at a false target which is in the middle of a pack of real enemy ships.

User avatar
Danou
Supreme Robot
Supreme Robot
Posts: 136
Joined: Fri Nov 13, 2009 1:52 pm

1.40: Units holding fire

Postby Danou » Tue Sep 15, 2015 5:26 pm

This bug still exists in version 1.40 and it's heavely impacting the outcome of battles.

Today some of my frigates radiation guns did not want to fire for a long, long time (maybe 7 seconds) although many targets were in range.

- I did zoom in and center the view (to avoid a 'parallax view issue' regarding the weapons range)
- The weapons were loaded and undamaged
- The weapons were in a slot with 360° firing arc
- Frigate systems were not scrambled

In all this time they could have shot about 20 times and do tons of damage. Instead they got their shields taken down, their armor and part of the hull. Finally they did shoot a few times just before they exploded... not exactly what I had planned.
Creator of Danou's Rebalance Mod


Return to “Gratuitous Support [Official content only]”

Who is online

Users browsing this forum: No registered users and 1 guest