Targeting Prioities

Do ships in this game actually have Targeting Priorities?

 

Was playing a MP match earlier and jumped my fleet into an enemy grav well with an opposing fleet in it at the other side of the grav well. most of my forces went for the nearby buildings which were a couple of asteroid mines and a pair of repair platforms. This left the Titan and a half dozen other ships venerable to attack and the rest of my ships horribly out of position. 

 

surely targeting should be like

1) fire on ships firing on self

2) fire on ships firing on freindlys

3) attack ships in same gravity well

4) attack static defences (unless being fired upon in which case change to priority 1)

5) attack Non-combatants/buildings without attack.

 

As it was manually re-targeting my ships would have probably got me killed (lost connection to ICO instead.....).

Also anyone else have issues with the way ships will go for whatever enemy happens to be closest, whether that be civilian structures a SB or fleet or even trade ships?

15,981 views 12 replies
Reply #1 Top

Do ships in this game actually have Targeting Priorities?
End of quote

Yes, it is based on two things.

1. Distance. Targets that are too far away will be ignored if there is any closer target available.

2. Damage Type. Ships will prefer to fire on ships they do the most damage to.

In that case you definitely should have had your ships on "Hold position" until you got closer.

1) fire on ships firing on self

2) fire on ships firing on freindlys

3) attack ships in same gravity well

4) attack static defences (unless being fired upon in which case change to priority 1)

5) attack Non-combatants/buildings without attack.
End of quote

1 & 2 are really pretty pointless, if they're close enough to be in range they should fire on what they counter.

For 3, your ships will never go to a different gravity well to attack something. If you see that, it is an old attack order you yourself gave.

It seems your real problem is you want them to ignore noncombat ships unless everything else is destroyed, which would be a decent targeting option. Also if you're playing online you can bet that other players are giving most of the orders themselves, so you'll be at a disadvantage relying on the auto target anyways.

Reply #2 Top

Ok. I'll admit the enemy fleet was on the other side of the gravity well and there was some juicy Civilian targets nearby. that said only about 75% of my fleet went for them, the rest seemed to just sit there. An yes, if there is something that can fight in a gravity well I want that blown up first, regardless of whatever else happens to be there.

Damage type...I think I read something about that on these forums. can give example? like what a corvette or illuminator are most likely to attack?

Reply #3 Top

If you have a titan as your fleet captian then the fleet attacks just like the titan would but if you have a orgev torpedo as captian. Well expect to die... 

Reply #4 Top

Quoting Arfoire, reply 2
Damage type...I think I read something about that on these forums. can give example? like what a corvette or illuminator are most likely to attack?
End of Arfoire's quote

Directly from the game files for LRF. LRF will prefer to fire on targets with armor it does more damage against, so it will prioritize Light Frigates (or medium armor) all else being equal.

        DamagePercentBonus:ANTIMEDIUM:CapitalShip 0.75
        DamagePercentBonus:ANTIMEDIUM:VeryLight 1.0 (Corvettes, fighters)
        DamagePercentBonus:ANTIMEDIUM:Light 1.0 (LRF, siege)
        DamagePercentBonus:ANTIMEDIUM:Medium 1.33333 (LF)
        DamagePercentBonus:ANTIMEDIUM:Heavy 0.75 (Flak, support)
        DamagePercentBonus:ANTIMEDIUM:VeryHeavy 0.75 (HCs)
        DamagePercentBonus:ANTIMEDIUM:Module 0.50 (structures)
        DamagePercentBonus:ANTIMEDIUM:Pirate 0.65 (this maybe archaic)
        DamagePercentBonus:ANTIMEDIUM:Titan 0.70   

Reply #5 Top

ahh I think I get it. sort of like in those games with Cavalry vs Archers vs footmen but it'll automatically go for what it can do the most damage to?

Reply #6 Top

Quoting Arfoire, reply 6
ahh I think I get it. sort of like in those games with Cavalry vs Archers vs footmen but it'll automatically go for what it can do the most damage to?
End of Arfoire's quote

Yes, though the Sins combat system is far from a triangle. The closest thing we kind of have is a square with LF > Flak > Corvettes > LRF > LF, but with major ships like HCs and Carriers doing their own thing it doesn't mean much by late game.

And again distance is a pretty big factor. Your LRF won't go all the way across the gravity well to get to a light frigate if there are other targets in range of where it is currently. But once some LF move closer and the previous target is destroyed, when it acquires a new target it will go for the LF, because it actually gets a damage boost against them.

Reply #7 Top

I understand, so in MP is a balanced fleet with a few extra of certain types to help if say the enemy is using a LRF or carrier spam more likely to win or is focusing on lots of certain ship the way to go?

like say having 40 carriers and 10-20 of each other ship type, would that be more likely to win or would a more balanced fleet with extra of certain ones to counter a certain spam?

SP I try and build a balanced fleet (sorta, cannon fodder is useful) and that can deal with the AI. most of the time in MP I see others building lots of either carriers or LRM.

Reply #8 Top

Quoting Arfoire, reply 8
I understand, so in MP is a balanced fleet with a few extra of certain types to help if say the enemy is using a LRF or carrier spam more likely to win or is focusing on lots of certain ship the way to go?
End of Arfoire's quote

It really depends on a lot of things, but in general you want your fleet to be made up of mostly ships that counter whatever your opponents fleet. And it depends just as much how you use them that matters, which is why you see this.

Quoting Arfoire, reply 8
most of the time in MP I see others building lots of either carriers or LRM.
End of Arfoire's quote

The reason for this is bombers are so ridiculously useful once you have the money to afford them in mass most other frigates get marginalized. The fact that strikecraft can fight while their carriers are on the other side of the gravity well means they're often used to deal with titans and starbases, as you don't really risk anything. They also do strong damage against structures and capitalships, and the only thing that counters them well are fighters, which are easily kept in check by flak.

LRF isn't as good as they used to be, now that anyone can quickly build up a force of corvettes to chase them down. However, their damage type is still very versatile, and their longer range is always a plus. Further late game Titan AoE abilities mean lots of small, weak targets (I.e. corvettes) die very quickly, so the titan can keep their main counter of their back, while the LRF can help deal with capitalships, the main worry of titans (just keep the enemy titan away from your LRF).

Reply #9 Top

so basically scout and build counters to what the enemy is building, and if in doubt build a balanced fleet.

 

one last question. are static defences (rail guns, hangers etc) ever any use or should build repair bays and the odd SB at critical points?

Reply #10 Top

Quoting Arfoire, reply 10
one last question. are static defences (rail guns, hangers etc) ever any use or should build repair bays and the odd SB at critical points?
End of Arfoire's quote

Repair bays are your main defense, but as Advent you'll definitely want a hangar to give all your structures shields. Vasari hangars can also lock down endless amounts of strikecraft for a while, so learning how to use them could prove useful. In theory the upgrades on the phase missile and cause turrets could help against titans, but they might get sniped by bombers before they are used.

Reply #11 Top

Hangar Defenses are always good, especially if you are Advent, they have an awesome shield boost research that makes it really really annoying for your opponents to kill your nearby tactical structures. Repair bays are quite useful as well, as they can help keep your other defenses alive.

Defense plaforms (IE Gauss) aren't really so great, but you should probably still build a few of them, though hangars/repair bays should probably be your top priority.

Make sure to support your SB with repair bays if possible, and if you are advent surround them with hangar defenses too, cause it makes your star base even more annoying to destroy than it already is.

The TEC Hangar Defense gets several powerful, though short range, autocannons through research that lets it tear up most things that aren't capital ships, and it likes to eat strike craft, unless there's a whole lot of them. 

The Vasari Hangar Defense abil is probably the best though, you can just freeze a bunch of strike craft in place, letting your own mop them up.

Starbases are, obviously, your most powerful defensive option. For the TEC, the must have is pretty much going to be the "big red button" as it is known, or Last Resort, against an opponent who isn't being cautious, this can annihilate an entire fleet (make sure to get rank 2 as it dramatically increases the damage), and unless you are totally ultra mega screwed (I.E, your opponent has like 300 bombers coming at your SB), you can allow your Argonev to wear down the enemy fleet first, then use Last Resort, possibly resulting in a lot more ships destroyed.

For the Advent, you should probably make sure to get Meteor Storm, as this is a powerful AoE which can quickly destroy most frigate fleets, and help a good bit with wearing down larger ships. (unsure if rank 1 is sufficient or not, someone more knowledgable like Goa can probably tell you). As mentioned earlier your Hangar Defenses should surround the SB, these can help keep bombers off of it, as well as help keep it alive long enough for Meteor Storm to do lots of damage.

As for the Vasari, the Orkulus is probably the most versatile starbase in the game. Though it lacks the uncapped AoEs of the Transcenia and Argonev, it makes up for this with blistering firepower, hull strength that can make a Titan jealous, and some of the best armor in the game (though this is mostly only true if you go Vasari Rebels), not to mention it is the only starbase that is capable of movement (however slow it may be, it can still do it). It can also be an extremely overpowered offensive weapon as Vasari Rebels get starbase mobilization, which lets their Orkulus (orkies) phase jump. But please, don't use this, that's for lame people :p. Frontal deflector shield is a good thing to have, as is debris vortex, as this will help offset the fact that the Orkulus repairs reaalllyy reallly slowwwlyyyyyy. You will probably only need these upgrades in high traffic areas though, as generally an orky without these will be able to handle most smaller attacks, in a huge battle though these will allow an Orkulus to take a ridiculous amount of punishment and keep fighting.

Reply #12 Top

For Vasari mix in a few Phase Missile turrets in the area where your enemy will likely jump in - Disruptor Nanites disables ALL passive regeneration for 5 minutes.... not only will the enemy be drained on Antimatter very soon, but 5 minutes without hull and shield restore is easily worth several thousands points of unmitigated damage.