One line summary of your issue
[AI] AI Ace Pilots Fire At Poor Range Then Move Up
What platform are you running the game on?
Steam
What operating system do you use?
Win10
What version are you running?
1.3.2-418R
Do you have the Season Pass / Flashpoint installed?
Yes
Please explain your issue is in as much detail as possible.
Ace Pilots will not check to see if moving closer is going to give them a better shot before using Ace Piloting. They almost always shoot, then move toward the enemy. This can mean they take long range shots, then enter close range.
I've attached 4 screenshots.
1. My fire, showing Long Range penalties
2. AI Ace Pilot fire, at same location
3. AI Ace Pilot move, now in short range
4. Range Bracket for reference.
Ace Pilots should check for what location offers the best shot before choosing to move or shoot first. If anything, it should look for acceptable shots where it is and worse shots/broken LoS after its move as the inverse is likely true for the player. It would end up moving out to long range or out of LoS after firing like how a player uses Ace Piloting.
Steps to reproduce the issue
Skirmish - River Crossing
HBK-4G Paradise both teams
Move up as far as you can go. Move to shoot on next turn at long range, but close to short. Observe as Paradise fires at long range, then moves to close range.
Attach DxDiag (PC) or System Info (Mac)
Attach Output Log
Windows:
Mac OS:
Linux: ~/.config/unity3d/Harebrained Schemes/BATTLETECH/Player.log
Attach Crash Log
Attach save file
Attach screenshot / video
[AI] AI Ace Pilots Fire At Poor Range Then Move Up
What platform are you running the game on?
Steam
What operating system do you use?
Win10
What version are you running?
1.3.2-418R
Do you have the Season Pass / Flashpoint installed?
Yes
Please explain your issue is in as much detail as possible.
Ace Pilots will not check to see if moving closer is going to give them a better shot before using Ace Piloting. They almost always shoot, then move toward the enemy. This can mean they take long range shots, then enter close range.
I've attached 4 screenshots.
1. My fire, showing Long Range penalties
2. AI Ace Pilot fire, at same location
3. AI Ace Pilot move, now in short range
4. Range Bracket for reference.
Ace Pilots should check for what location offers the best shot before choosing to move or shoot first. If anything, it should look for acceptable shots where it is and worse shots/broken LoS after its move as the inverse is likely true for the player. It would end up moving out to long range or out of LoS after firing like how a player uses Ace Piloting.
Steps to reproduce the issue
Skirmish - River Crossing
HBK-4G Paradise both teams
Move up as far as you can go. Move to shoot on next turn at long range, but close to short. Observe as Paradise fires at long range, then moves to close range.
Attach DxDiag (PC) or System Info (Mac)
Attach Output Log
Windows:
Mac OS:
Linux: ~/.config/unity3d/Harebrained Schemes/BATTLETECH/Player.log
Attach Crash Log
Attach save file
Attach screenshot / video
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