Subgrids (INCLUDING CONNECTED SHIPS) are prioritized over Decoys
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?
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
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
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.
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.
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
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
This is very much still a thing, an up to date post can be found here: https://support.keenswh.com/spaceengineers/pc/topic/subgrids-including-connected-ships-are-prioritized-over-decoys_1
This is very much still a thing, an up to date post can be found here: https://support.keenswh.com/spaceengineers/pc/topic/subgrids-including-connected-ships-are-prioritized-over-decoys_1
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
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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