NPC's with turreted Rail Guns... eh?

And I just thought it was those asp tossers being sneaky and glancing away when I spin to look at them. Always wondered why the railgun wielders were so good at pretending to be fighting something else. Tosspots!
 
NPCs either give up and spin so that you can kill them or cheat atrociously. The deadly Anacondas whose shields miraculously only take a minute or so to come back up while ours take 20 spring to mind.
 
And are people sure it isnt turreted cannons they are using rather than turreted rail guns?
Not to sure how you would tell the difference in the thick of it.

Harsh punching sound, arrow straight "vapour" trail, instant sound/damage stripping two rings off a fully charged class A5 shield.
 
NPCs either give up and spin so that you can kill them or cheat atrociously. The deadly Anacondas whose shields miraculously only take a minute or so to come back up while ours take 20 spring to mind.
I always assumed they had shield boosters, but I guess you mean when they are all the way down. I wonder if shutting down all systems other than shields (not just pips, but in the right side system management) kicks them back online real fast.
 
I've also seen the turreted rails on more than one occasion. I often see Anacondas flipping 90 degrees on the head of a penny to face me dead on while I'm flanking them. It looks like some FA-OFF shenanigans, but I don't think a player would be able to pull it off, and seems impossibly fast.
 
I always assumed they had shield boosters, but I guess you mean when they are all the way down. I wonder if shutting down all systems other than shields (not just pips, but in the right side system management) kicks them back online real fast.

No, it doesn't. Having shield boosters switched on makes your shields take longer to recharge, as the recharge cycle is based on your maximum shield capacity. It'll only come back online once it's charged to 50%. The only thing that reduces the reboot-from-collapsed time is installing bi-weave shields, but I don't know if NPCs even have those in their prebaked loadouts yet.
 
I've also seen the turreted rails on more than one occasion. I often see Anacondas flipping 90 degrees on the head of a penny to face me dead on while I'm flanking them. It looks like some FA-OFF shenanigans, but I don't think a player would be able to pull it off, and seems impossibly fast.
Lol trying to stay off the nose to nose against the anaconda can be shocking difficult (at least in my Python). They do indeed seem to turn rather well... And the rasps (who coined that term?)! The rasps are hilariously vicious with their rails and cannons. I'll turn my back on an anaconda before I turn my back on one of those.
 
Wow. Page one of this thread is like a tinfoil convention.

Op, this definitely isn't intended. Raise a ticket.
 
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NPCs do have infinite ammo and infinite chaff by design. It gives them a chance.

Wouldn't be surprised if their other modules were similarly buffed.

Sarah Jane Avory has been improving the NPC AI, especially since last summer, but the extra buffs they get have not been removed. Hopefully one day they won't need them.
 
NPCs do have infinite ammo and infinite chaff by design. It gives them a chance.

Wouldn't be surprised if their other modules were similarly buffed.

Sarah Jane Avory has been improving the NPC AI, especially since last summer, but the extra buffs they get have not been removed. Hopefully one day they won't need them.

Only infinite projectile ammo.

https://forums.frontier.co.uk/showthread.php?t=167916&page=2&p=2562763&viewfull=1#post2562763

AI ships have unlimited projectile ammo, but missiles, chaff, SCBs, heat sinks, mines, torpedoes etc are limited. It's a Design decision, not mine.
I have been working on much better combat AI, but it needs a lot of balancing. On my build a player Python with 5 gimballed pulse lasers has a seriously tough time against an Elite Cobra mkIII with full battle spec.
 
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This.
How easy do you want it?

Don't think he wants it easy, just fair. I have no issue that the NPC's can turn a bit faster or have stronger hulls etc, but if a weapon is only available as a fixed mount then it is only fair that the NPC's have it as a fixed mount - or at least as much as a gimbled mounting.

Most NPC's go pop quickly against most player ships so I don't mind a little hidden cheating to give them a chance, but this is so obvious that it isn't being sporting. It's like an athlete doping for a marathon and another turning up on a motorbike. At least the doper has hidden his cheating so when you lose you it _seems_ fair :-D
 
If the NPCs cheat a little bit, I would not be surprised in the slightest. ...

The hardest part is hiding that the NPCs are cheating at all.

I don't entirely object but they should remove the rail cheat as it's just too obvious.
Anything else - lag, better flying, maybe I was mistaken etc.

Not this - rails are rails.
 
NPCs do have infinite ammo and infinite chaff by design. It gives them a chance.

Wouldn't be surprised if their other modules were similarly buffed.

Sarah Jane Avory has been improving the NPC AI, especially since last summer, but the extra buffs they get have not been removed. Hopefully one day they won't need them.

back then npc didn't even use rails at all. the ai has never been any good, the Sarah Jane romance era here on the forum did indeed add some tiny improvements, but it has become steadily crappier with each update since. seems that whoever is in charge now must be having a gig going through some spectacular spaghetti.

rails with autoaim that work even backwards isn't even bad ai, it's just wrong. if you want to push the difficulty of crap npc and don't have time to do it right then send in lots of them. a railgun that's impossible to evade renders any skill useless (ergo combat pointless), it's just about your shield/hull thickness or getting completely out of range.
 
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Could be a bug or not. NPCs always had access to weapons unavailable to players, maybe turreted rails are among them.

On the other issues pointed out in this thread:
NPC weapons are affected by chaff, but it doesn't break scans (and was never intended to)

NPCs are affected by heat but they don't take damage. You can easily check this by going to a nav beacon close to a star, they will show up on your scanner much earlier because the star heats their hulls. They don't suffer heat damage because they are to stupid to stop firing and it wouldn't be good gameplay if we had suicidal NPCs (ramming is already worse enough).

NPC engines/thrusters have the same pitch/roll/yaw rates like our ships. If they outmaneuver you it may be that you need to become a better pilot. Note that they don't use flight assist off, but they have full access to thruster controls and therefore are able to apply the perfect amount of thrust in any direction while you can only guess/don't use them at all. Most (if not all) players use digital thruster input, however turn rates are affected by speed and we always apply 100%.

NPCs have unlimited ammo.

NPCs can high wake through stars/planets.

NPCs can teleport from normal flight to SC and vice versa.

AFAIK NPCs have the same shields like we use. If they recharge faster it might be that you are using an A7 shield while they equip a D5 shield.
 
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