Not really sure how to explain this one as its trigger is extremely random. Basically the AI will occasionally try and make a ranged melee attack which so far I have yet to see it hit. It seems to occur if the unit makes a long distance movement in a single turn or if has been unable to
First turn with said spoiler enemy had it using lasers which is fine. It did a good deal of damage too. So I packed up Liberty with Bianca and the Alliance Carrier and managed to get Liberty's shields to 100.
Second turn it seemed confused and wandered around, triggering a counter and then trying to melee Liberty from afar which of course failed. Tried to put more obstacles in its way on third turn and this time it didn't even melee, just wandered around trying to find a path to Liberty.
Replayed this a few times and if you have sufficient shielding on Liberty it seems it will run around triggering counters and meleeing inappropriately say from 3 hexes away, repeatedly. Of course during my play and also in Magpie's case, there was still an adjacent hex from which Liberty could be properly meleed. I imagine if all adjacent hexes around Liberty were taken and it had 100% shields then Blackjack would be left with assault, which would be acceptable. That was what I was expecting, but it isn't what happened.
That being said, this mission is all kinds of crazy (as in intended craziness by design): - Said spoiler enemy turning against you - Being farmable 7 times for a huge amount of Intel and CP (seems like this one is intended as Samu-kun fixed the figure (was previously infinite?)) - Said spoiler enemy keeps respawning at the same spot at the right edge of the map after being killed
So I'm not really 100% sure if the crazy meleeing is unintended. I'm fairly sure it's a bug but with said spoiler enemy going completely bonkers, I suppose I could excuse some silly behavior like meleeing from afar.
You see originally I was also thinking shields which was why I built the Blackjack with a kinetic cannon + cost reductions to see if that would help. It did a bit but as result of the save you can see it still happening. Am I safe to assume it keeps all upgrades when it turns?
You're right though Drath, our crazy friend has had a few crazy side effects in her time.
Be warned, elements of this post may have been influenced by my 'West Country Logic'.
So yea stats for EN, armor, etc are fixed and it has melee, laser, pulse, assault options that it would otherwise regularly have. It also has kinetics. Samu-kun probably added it thinking that some players would have gotten the store item. It also has 2 missiles but no attack option for missiles. Fair enough as I think it's reasonable to say that those missiles would have been used earlier on in the fight.
In my game, it never really got into proper range to use kinetics against a ryder. Might be the melee AI acting up, though I have to say in v7.2 MoA, melee AI was nicely coded and could be pretty vicious when appropriate.
ugh. this is gonna be a pain and a half to fix. probably related to it detecting it has enough energy to close in and strike, but chokes up when all the spots it can reach that turn (with enough energy remaining) are already taken. I'll have to think of a way to deal with that. this should actually potentially be possible to have happen all the way back in 7.2a, but very unlikely as it probably wouldn't even try to attack a target so well entrenched. hacking the AI to be focussed on only 1 enemy tends to throw things out of wack it seems.
I've noticed things like (IIRC) Arcadius/Nightmare attempting to melee Sentineled Paladin from two tiles away (even though they could have just moved to an adjacent tile if they wanted). Never really bothered to investigate further though.
kalwinters: Is Sunrider-vn.com coming back up again sometime? I wanted to look through the old lore posts describing the state of the galaxy, unless someone knows if they're posted somewhere else.
Apr 22, 2020 14:28:30 GMT -8