Proximity is Prioritized Over Decoys (and Targets won't Switch until Destroyed)

Elor Yosnak shared this bug 17 months ago
Reported – Awaiting fix

Another in the line of problems with Decoys.


Currently, if grid has a decoy, but another grid is closer, the closer grid gets shot.

Additionally, if a grid is getting shot, and another grid with a decoy gets between that grid and the shooter, so long as line of sight is not blocked, the grid that was getting targeted first will continue to be shot at until the component targeted is destroyed. This means that a ship filled with decoys can't really distract an enemy unless it has a very specific set of circumstances.

Mainly, this eliminates a huge functionality of Decoys (being an actual distraction to turrets) and essentially eliminates the ability for fighters to be useful in combat. Fixes would be wonderful

Replies (2)

photo
1

Hello, Elor Yosnak!

I see you have created two very similar threads, I will keep this as the main thread. I have been looking at this and I have created two grids with a clear line of sight to a gatling gun. (One grid has decoys and the other does not.) So far, I have found that this fires to both grids and is switching between the two. Do you believe that it is only this weapon? Please provide a world where you are experiencing the issues you are facing with reliable steps to reproduce this. I appreciate you are mentioning that this happens at a chance of 50/50 however, I have had the same result each time which is why I ask for the world from you :)

  • You can access your save files by typing %appdata% into your Windows search bar and you will be redirected to the hidden Roaming folder. After that just follow: \Roaming\SpaceEngineers\Saves. There should be a folder with your SteamID and your saves.
  • Please zip the file and attach it here. If you are having difficulty attaching files you can optionally use Google Drive. When sharing a google drive link please make sure it is set to be downloadable by anyone with the link.

Kind Regards

Laura, QA Department

photo
2

Thank you very much!

As there are a few issues here, I have created a world showcasing each one on their own test areas. If you spawn to the survival kit, there is a set of LCD panels on the grid explaining each issue and test in full. The LCD right next to the Survival kit (should) give you all the information you need (and I will happily help with any other information)

Thanks so much for your prompt reply and help!

photo
1

Hello, Elor Yosnak!

Thank you so much for such a well-explained test scenario. Well, actually 3! I have successfully reproduced all the issues and reported them internally. Again, thank you for such great information :)

Kind Regards

Laura, QA Department

photo
1

I'm glad I could help!

photo
1

let us hope that it gets fixed cause I HATE having to do so many damn HOOPS to even get the decoys to be targeted in the first place!

photo
photo
1

This does appear to still be an issue as of Warfare 2.0 Broadside, and impacts custom turret creation quite badly. Just wanted to confirm that it doesn't appear to have been fixed quite yet.

photo
1

FAAAAAAAAAAAAAAAAAAAAAAAAK

photo
Leave a Comment
 
Attach a file