Not sure why anyone would want AI that has infinite cap and isn't limited by heat. It's a serious issue worth discussion. This video shows we can't trust the devs word that everything is fair.
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When I watch this video, I see dozens of PA shots which would melt a player ship.
https://www.youtube.com/watch?v=s_6HjebZFYs
You were saying NPC's take heat but clearly here they are not.
Do you have any proof of NPCs taking heat? Does anyone?
Not sure why anyone would want AI that has infinite cap and isn't limited by heat. It's a serious issue worth discussion. This video shows we can't trust the devs word that everything is fair.
This doesn't prove that NPCs aren't affected by heat, either.
You could say it's a Plasma Accelerator that has a Multi-Cannon rate of fire, in which the heat would flash fry the shop in seconds.
--OR--
You could say it's a Multi-Cannon that is shooting the wrong projectile. Obviously it wouldn't generate any heat, because the game thinks it's firing a multi-cannon, but it rains destructive death because a Plasma round is a lot more powerful then a Multi-Cannon round.
This is, of course, assuming one would put the code for heat generation in the weapon itself rather than the projectile fired. I'm not a coder, but I did mess around with modding Jedi Knight back in the day, and the first thing I did was modify the Imperial Repeater (the machine gun) to fire Concussion round Shots (the BFG). It used only one ammo per shot because the game thought it will still firing Repeater shots, and obviously it fired them just as fast as a machine gun should.
I don't think this is exactly intentional.
It's a very nasty bug, but still a bug.
a bit bending the rules, A BIT? well, its more like they are bent into a möbius strip
https://www.youtube.com/watch?v=5dHdsYrmKnM
I know that the machine gun plasma is a bug, but I really hope the infinite cap / zero heat issue is a bug too.
It would go against what they've said was their intent that NPCs don't cheat if it was intended. And for the past year and a half FDEV has been honest about everything NPC related afaik.
I'll stop discussing this now. FDEV don't let us down! Fix these bugs and show us without a doubt that NPCs can't cheat! I trust FDEV to make things right.
See ya in space, Commanders
Wow same answer for both of these, I know how to code. The game is now one long piece of code it is split up into subroutines/functions. The subroutine for checking whether weapons can fire should be the same it has nothing to do with how the input to fire is generated either AI or Player it is purely a call to a subroutine or function, it should check the status of the ship in question. This one piece of code should apply to both NPC or AI, currently it either doesn't or there is some differentiation in the way a player or NPC weapon is treated.
Players fire is governed by Heat, Capacitor, Ammunition, etc quite clearly NPC fire isn't at the moment and this difference is leading to the problems intentional or otherwise.
If the weapon doesn't generate heat or drain the capacitor (due to a bug) there is no reason to make it stop firing.
Not sure why anyone would want AI that has infinite cap and isn't limited by heat. It's a serious issue worth discussion. This video shows we can't trust the devs word that everything is fair.
This in itself would show that NPC and player weapons have different code. If the same code was used for both then you would see players being able to produce the same effect.
The fact that player and NPC weapons operate differently shows wherever it may be there is differentiation in the code, somewhere this is causing issues. I can understand why a developer treats NPC's differently it is to make up for the lack of human level AI. This being the case FDEV have made a big thing about they could ramp the AI up to be much more challenging,I think we all want a variety of challenge in the AI depending on its rank. If FDEV are to be taken at their word they should be able to do this without the AI blatantly cheating.
Reloading is not the issue. It's a design decision based on the idea of having bullets fly all over the place. They make them miss deliberately so you can see more bullets flying around, this is why they don't want to restrict ammo for MCs.To take one example of this, it has been stated the AI cheats on MC ammo so it doesn't run away due to reloading. The infinite ammo is a crude way of getting around this, why not have it check for the ammunition left or the fact it is reloading. I would like the AI to fly evasively with full pips to engine while their cannons reload. You could also in this scenario prevent AI from running away by having their FSD drive pay attention to damage states, in fact I would like to see all ships AI or PC degrade as they take damage. This is something the X games used to do and it made sense.
This was the case in the first beta, the community voted against it because they feared they couldn't make money bounty hunting anymore.AI should run if they have no chance of winning, I find a good the counter to this is missiles. It would also depend on the pilots attitude, just like some players you would have pilots that would fight to the death and others would flee depending on different combat conditions.
I would also put the point forward that in my opinion shields are way to ineffective, if they where two or three times stronger with higher recharge rates combat would last longer. This would also require increased ammunition amounts for weapons that use ammunition or energy weapons would become the go to weapon.
AI in every game cheats to some extend to make up for being an AI.
Especially noticable in strategy games, getting double income, following stealthed units around even though they don't have detection, etc etc ...
AI in every game cheats to some extend to make up for being an AI.
Especially noticable in strategy games, getting double income, following stealthed units around even though they don't have detection, etc etc ...