![]() It just isn't possible for the game to be able to know, for sure, 100%, if/when a shot is going to hit a target until it DOES hit a target. While it would be nice, it isn't really possible with how the game handles the non-deterministic nature of bullets and damage. If the devs are watching, that would be a very nice feature to have. if a shot is likely to destroy or otherwise disable a target that it's movement path alters (i.e. It would be nice if the turn prediction updated as new actions are assigned. It's really hard to predict leg damage and crashes though. Maybe don't bother assigning any other people to attack it. If the target only has a couple of points of concussion left and I'm about to hit it with an 18 conc railgun spread. Maybe it just comes down to: I need to be paying more attention to the UI. So you dog-pile that oen target and end up shooting yourself. ![]() It's a bit rough when you're trying to focus fire something because the predictor says it's going to attack someone you REALLY don't want it to (maybe they are already damaged or are stuck in a shooting action and can't block in time). Originally posted by ExoduS:Understood, thanks. While that may work around the problem, it'll get boring pretty quickly. The only other option I can think of is either running 4x UHMG's and just doing Turret mode. It would be great if the pilots were smart enough to not shoot at something that is already destroyed or when the pilot is deceased, unconscious or ejected. They all have different weapons and heat dissipation levels. ![]() I can't sync shots on everyone on the team every single turn. It doesn't move, but the second pilot still decides to shoot at the dead enemy and shoots his teammate in the back in the process. Okay, so say you have 2 of your team shooting an enemy mech moving from point A to point B.ĭue to previous turn heat build up Mech 1 can shoot at the start of the turn, mech 2 has to wait a second or two.Įvery so often I'm running into a situation where due to attacking from different angles, what looks like a safe shot in the planning phase ends up shooting a team mate in the back because the first shot crashed or killed the target.
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