2.1 Discussion on AI weapon spam "rate of fire" bug

Yeah we might want to fix this one.

Yeah, I went up against a NPC Python tonight who was firing 5-7 PA balls at me simultaneously - like all barrels in 1 big shotgun-type spread. More than once, btw. Never got hit with them, luckily. Plus he had lasers and guns going.

Certainly something weird going on there.
 
What do you want to bet that it's an uninitialised variable for weapon fire type? Ammo type is set by the weapon type, but the thing that determines whether it's a MC type fire rate, a frag cannon type spread or single shot is not being init'ed and is therefore random.

This would explain Plasma MC, Shotgun Beam Laser and Plasma Shotgun effects.
 
What do you want to bet that it's an uninitialised variable for weapon fire type? Ammo type is set by the weapon type, but the thing that determines whether it's a MC type fire rate, a frag cannon type spread or single shot is not being init'ed and is therefore random.

This would explain Plasma MC, Shotgun Beam Laser and Plasma Shotgun effects.

That is exactly what it sounds like, nice call.

As if the code is saying "Fire All Guns" but is failing to associate the correct projectile, nor the energy required for the projectile(s).
 
Painfully, just lost a Corvette to this glitch, so 22million Credits down the drain. 2 Cobra III's and a Viper IV shredded my shields, and my hull eventually went from 100% to 36% in 2 seconds, then the rest of it to 0% within 10 seconds after that... hopefully this gets fixed soon :/
 
What do you want to bet that it's an uninitialised variable for weapon fire type? Ammo type is set by the weapon type, but the thing that determines whether it's a MC type fire rate, a frag cannon type spread or single shot is not being init'ed and is therefore random.

This would explain Plasma MC, Shotgun Beam Laser and Plasma Shotgun effects.
The problem is that this wouldn't explain how the AI appears to be able to non-stop spam such a weapon; no issue with power distributor cap emptying or overheating from what I've seen in videos. It feels like more than just a simple typoed stat.
 
The problem is that this wouldn't explain how the AI appears to be able to non-stop spam such a weapon; no issue with power distributor cap emptying or overheating from what I've seen in videos. It feels like more than just a simple typoed stat.

If I'm right, it would suggest that the internal implementation of the weapons on NPCs is not as neatly and consistently modular/typed as having 'here is a weapon object, when fired once, it does this much damage and adds this much heat and subtracts this much energy from WEP, and it can fire this often" but rather that the weapons are defined by plain old data which may be inconsistent. *stares into tea leaves and hopes they will resolve into the shape of someone else's source code*
 
I've been thinking about this a bit...

Do you guys think this whole rate of fire issue can be caused by "British Comma" instead of a dot used out of habit?

You know, turning 3.250% rate of fire increase into 3,250% one?

Just a thought. If there would be a numerical multiplier in the code (and I would say it is safe to assume there is now with engineers) - this is how it could go haywire.
 
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I've been thinking about this a bit...

Do you guys think this whole rate of fire issue can be caused by "British Comma" instead of a dot used out of habit?

You know, turning 3.250% rate of fire increase into 3,250% one?

Just a thought. If there would be a numerical multiplier in the code (and I would say it is safe to assume there is now with engineers) - this is how it could go haywire.

Isn't it traditionally Americans who wreck spacecraft by using the wrong punctuation in numbers?
 
A comment from FD confirming this problem in this thread could do much to relieve the outrage at the AI being "too hard", when many of these players are just experiencing a bug.
 
Isn't it traditionally Americans who wreck spacecraft by using the wrong punctuation in numbers?

Funny as that may be - this indeed looks just like that. I think it is just a miscommunication between two coders and one of them using the wrong punctuation.

Problem is, we don't know how many rolls are affected. HPR resistance roll? Shield regen or strength roll? Things that we don't see straight away or less obvious than hte PA Autocannon ;)
 
so, in addition to the ray of death, are there also beam shotguns and Plasma shotguns?

Maybe the bug is that those npcs got the Thargoids' AI!

Or the rng grown his own conscience after the engineers, and begun to plague other ED code (randomly)!
 
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O...M...G... looking at that first video after "shooting like an AK47" and seeing how they spam that plasma... I need that firepower!

Hell, I am happy when I get to fire 2 plasma shots from my FdL within 5 seconds... that thing was firing like 50 in 5 seconds.

Insane... and totally gamebreaking bug.

I am fine with NPC's being more challenging, but seriously, keep them constrained to the same "laws of physics" that apply to us in the game.
 
What do you want to bet that it's an uninitialised variable for weapon fire type? Ammo type is set by the weapon type, but the thing that determines whether it's a MC type fire rate, a frag cannon type spread or single shot is not being init'ed and is therefore random.

This would explain Plasma MC, Shotgun Beam Laser and Plasma Shotgun effects.

Actually it just might be something like that. All of these weapons of Doom have firing rates like those of a regular multi-cannon, very fast. This might simply be multiple npc weapons mistakenly using multi-cannon firing rates and heat generation. Plasmas, railguns, pulse burst and beam lasers, even frag cannons, all firing at the same rate of fire as multi-cannons do. It could be something that simple.
 
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