noticing erratic behavior with chaff.
game version: v 1.04
frequency of issue:
happens whenever in combat. (can only reference PvE since i've been bounty hunting navs)
bug:
whenever i start taking heavy fire i'll pop chaff only to notice the npc's don't lose locks.
details:
initially, i figured that they had fixed weapons equipped(which may still be the case in some situations) there have been; however, a number of dogfights where i end up in a turn battle only to have the npc's weapons firing perpendicular to their hull signifying gimbal/turreted weaponry. releasing chaff doesn't seem to be breaking these locks. if it is, the short distance between my ship and the npc could possibly be so short that even though locks are broken, the large dorsal profile of the cobra still allows for landed hits.
when i noticed erratic behavior:
this has mostly occurred since 1.04. was able to take down anacondas (albeit very tense) now, i find some light ships to be a pain at times.[/CENTER]
it may just be my imagination, but i felt it relevant enough to post about.
**edit 11/1/2015**
so chaff is definitely NOT working as it should. have been in numerous fights since my original post and have noticed the following:
npc ships that ARE using gimballed/turret weapon do NOT have their targeting disrupted by chaff. have compared how chaff is supposed to work (when an npc uses it against me) and how it is currently working for me and there is clearly no comparison. if used against me, i lose tracking ability and convergence points go haywire. npc's will maintain weapon convergence on my ship at all times. befor anyone says "are you sure the weapons aren't fixed?" fixed weapons don't shoot straight up/down from the hull.
second major headache i've been getting lately is large ships maneuvering like light ships and all ships being able to travel in full reverse at or faster than my full forward in a cobra. i typically fight with full power to weapons and alternate remaining pips between systems and engines as needed.
against fed. dropships, anacondas, and pythons:
in just about all (if not all) the aforementioned fights i was having the chaff issues with, i'd always find myself having to close distance at some point. (flyby/strafe runs, etc) by the time i would get spun around there might be 2+km between me and the target. by now the target has spun around as well and is now facing me. this is where it gets annoying. i'll accelerate towards the target to close distance, but the target is able to keep that distance until i boost (causing another flyby) if i'm lucky, i can avoid a boost if i put full power to engines allowing max speed in my cobra, but should i have to be doing max speed to catch up to an anaconda flying in reverse? . now correct me if i'm wrong, but aren't anacondas supposed to be slow and quite lacking in the mobility department? i've sat back in nav beacons and watched npc's duke it out and the turn rate on the anaconda seems normal UNTIL i start firing and, then all of a sudden, now it can turn on a dime, out manuever me while flying in reverse, and, coupled with chaff not functioning properly, cause some serious (and what would otherwise be avoidable) damage.
i'm not trying to complain. this is more to ask a question and report a potential problem i am seeing. if it came across as a rant, i apologize.