npcs targeting the cockpit

Broken canapy isn't a big problem because you can upgrade your oxygen timer, loosing HUD because canopy is broken is a real problem.... and oxygen timer won't save you if you are fighting another player and can't flee because the other ship is quicker.
 
possibly its because you fly backwards and shoot them. giving them a clear view of your cockpit the whole time? I believe they cannot target sub systems yet.

They can and they do, SJA confirmed this a while ago, they often go for thrusters and weapons.
 
What really? Looks like I'm behind on my dev posts.

There is a thread somewhere, where the OP said he had issues with weapons no longer working after a battle, this was where it was confirmed, subsystems were an NPC target option now.
 
Why would they choose Cockpit over PP or FSD? You'd still be able to escape in time. Are they supposed to be stupid?
It's been found that targeting PP on small ships is harder due to other modules getting in the path. Yet they can hit the Drive easy enough. There should be a good reasoning tactic to what to target. What and where is this?

Are you all experienced fear during Canopy breach and Oxygen Countdown (this is death clock) ?:)

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Sarah Jane can write AI tactic based on Player emotion also.
 
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There is a thread somewhere, where the OP said he had issues with weapons no longer working after a battle, this was where it was confirmed, subsystems were an NPC target option now.

Had to cross-check this because it's bugging me now. The only thing I see in SJA's post history about any subsystem stuff is from a month ago talking about how the AI don't target powerplants; and a couple even earlier posts talking about her test build of evilness where the PP-targeting for Elite AI she was testing was far too dangerous to actually use, as she got popped with a 75% hull. I don't see any posts from her confirming subsystem targeting, and a few that deny it. You sure it wasn't someone else?
 

Sarah Jane Avory

Retro Queen
Had to cross-check this because it's bugging me now. The only thing I see in SJA's post history about any subsystem stuff is from a month ago talking about how the AI don't target powerplants; and a couple even earlier posts talking about her test build of evilness where the PP-targeting for Elite AI she was testing was far too dangerous to actually use, as she got popped with a 75% hull. I don't see any posts from her confirming subsystem targeting, and a few that deny it. You sure it wasn't someone else?

Correct. I've been experimenting, but it's not in the public build. AI ships target ship centre, so any module can be hit, but it's not deliberate.
 
Correct. I've been experimenting, but it's not in the public build. AI ships target ship centre, so any module can be hit, but it's not deliberate.

Yaaay! Overlord confirmation that my insanity has not yet extended to my reading comprehension. :D


I'm wondering if all you really need to do to allow your minions to cherry-pick components is to get the armour to work more effectively, to give both us and the AI better defenses to mitigate the Death-by-PP go-to move. (Note that I have no idea how much work that entails or if it's even under your demesne >____> )
 
I have a cobra and as I mentioned before many times when I fight NPCs I have to run away because my canopy is one of the first things destroyed so now I don t take any chances anymore because trying to dock to a station without a screen is virtually impossible
 
The Vulture has been often reported to have a weak cockpit. I only lost the cockpit in other ships once but several times in the Vulture. All the ships have their own peculiarity. In my Vulture I now have a 25 minute life support.

My Vulture has a cockpit hit vulnerability as well. Design flaw.
 
I have a cobra and as I mentioned before many times when I fight NPCs I have to run away because my canopy is one of the first things destroyed so now I don t take any chances anymore because trying to dock to a station without a screen is virtually impossible

Cobras canopy is geometrical bigger, Vulture's, Sidewinder's also.
Big is bad, small is good.
 
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I guess it's coincidence, but today my Power Plant was taken down to 50% while everything else was in the 90's!
(Flying a Vulture in a HI RES, btw).
I was mighty impressed and a little scared, too!! :p
 
What he means by cockpit is in fact Life Support which is a sub-target in the menu.
But hitting anything will detroy a ship - it needs fixing for tactical.
 
Broken canapy isn't a big problem because you can upgrade your oxygen timer, loosing HUD because canopy is broken is a real problem.... and oxygen timer won't save you if you are fighting another player and can't flee because the other ship is quicker.

Yeah I hate losing the HUD as well, I would have thought it would be inside the helmet, but it does make for interesting game play, flying at funny angles to see distance on some obscure part of the canopy that isn't shattered.

Correct. I've been experimenting, but it's not in the public build. AI ships target ship centre, so any module can be hit, but it's not deliberate.

Ahh that would be it then, at a guess the Vulture, DB and Asp have these large "central front" canopies.
 
If a subsystem isn't targeted, the center of the ship is; if you are facing a weapon that is firing at the center of your ship and the cockpit is relative large and centrally placed, it's going to take hits.

Vulture's cockpit is very large, but there really little excuse to loose shields in that ship.
 
I have a cobra and as I mentioned before many times when I fight NPCs I have to run away because my canopy is one of the first things destroyed so now I don t take any chances anymore because trying to dock to a station without a screen is virtually impossible
Just use your circular target sight to the left to guide you to the right spot and do the rest by sight, no big deal really. Same with getting to the station. Also use the unbroken bits in your canopy to confirm you're on the right track by aligning yourself slightly off-center.
 
Correct. I've been experimenting, but it's not in the public build. AI ships target ship centre, so any module can be hit, but it's not deliberate.

The problem is that on some ships, critical components are right in the center. The Asp, for example, suffers from this problem, target the hull with gimbals and watch the power plant explode anyway, because it sits right where the gimbals are aiming.

I understand that the "aim for the center" approach is there for technical reasons, much much easier to work with, but it also has these awkward side-effects where gimballed weapons revert to forward when the target's center is outside of the gimbal arc, but some other part of the target is still well within, easily observable when fighting against an Anaconda at close range. Would it be possible to make NPCs, turrets and gimbals not just look for the center, but be content with hitting anywhere in the hitbox?
 
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