Subgrids (INCLUDING CONNECTED SHIPS) are prioritized over Decoys

Elor Yosnak shared this bug 2 years ago
Outdated

What the title says I suppose. As of right now (unless I'm just incredibly unlucky in testing) anything on the end of a piston, rotor, or connector is prioritized targeting over a decoy. I've tested this large and small grid, and it's definitely an issue in my game.

It doesn't seem to matter if the subgrid is closer to the turret than the decoy.

The biggest issue here though is the fact that connected ships seem to be prioritized over decoys, which means that there is effectively no way to create a low level base defense. Even a tiny pirate drone will shred every single ship connected to your base before it even looks at your decoy, losing hours and even days of progress if you happen to not have the resources to create either ammunition or turrets.


It's just really frustrating, as putting something on the end of a rotor and or piston can be a great way to make a unique tool or weapon, but when any ship that comes by your base will immediately destroy all connected ships over your decoy, or blow up your expando-welder just because it took offense to it for some reason, or destroy your rotor cannon instead of targeting the seventeen decoys on your ship, it really discourages, among other things, the use of decoys, and mostly the use of a very interesting mechanic that you (keen) have created for us.

Please help?

Best Answer
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I did some more Testing, turns out LINE OF SIGHT is required for the subgrid decoys to even get targeted

this only needs to be a thing with large grid and not the smallgrid ones


so far every test i've done with them has been a 100% chance of getting focused on

Replies (4)

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Also: I am aware that a nice dood has already posted something very similar. (https://support.keenswh.com/spaceengineers/pc/topic/turrets-prioritize-subgrids-over-decoys) I encourage anybody who comes here to support him as well, and the only reason I make a new topic for this is that he did not mention the connected grid issue.

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I've just come across this as well, IN 2020 NO LESS, my Teridax's side cannons were focused on first before ship's reinforced bow. it really sucks as those side cannons work really well on ships so when the enemy turrets went for them only it baffled me to no end, however I think I found a solution: what if the Decoys were a sub-grid themselves?

testing in progress to see if it works but until then, PLEASE FIX THIS BS!!!

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ok it's officlal: Decoys no matter how i use them with subgrids are USELESS.

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yes it hasn't been fixed

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I did some more Testing, turns out LINE OF SIGHT is required for the subgrid decoys to even get targeted

this only needs to be a thing with large grid and not the smallgrid ones


so far every test i've done with them has been a 100% chance of getting focused on

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That's actually really helpful, thanks! Additionally, that appears to be the reason behind why sometimes a small subgrid is targeted and sometimes not. If LoS to decoy exists, it'll go for it, but if not, it goes for subgrid

On a semi-related note, this post is currently marked as outdated so please go to the one linked in a comment somewhere below (https://support.keenswh.com/spaceengineers/pc/topic/subgrids-including-connected-ships-are-prioritized-over-decoys_1)

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Hello, Engineer!


Thank you for your feedback! Your topic has been added between considered issues.

Please keep voting for the issue as it will help us to identify the most serious bugs.


We really appreciate your patience.


Kind Regards

Keen Software House: QA Department

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Hello, Both!

As Elor knows this has now been reproduced and is awaiting a fix here :) https://support.keenswh.com/spaceengineers/pc/topic/proximity-is-prioritized-over-decoys-and-targets-wont-switch-until-destroyed

Kind Regards,

Laura, QA Department

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Thanks for letting us know! ^^

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