TargetCountPerBank + Firing Points how does it work vs multiple targets?

I've done some testing, but need to do more.

So I'm interested in the mechanics of how this works.

Take the PsiBattleShip (Radiance?) for example. (You could also use the Tech Kol Battleship for similar results)

It has 2 Beam firing points on its front Arc. When set to TargetCountPerBank Front: is set to 1, it fires the weapon from both firing points at a single target.
If it has TargetCountPerBank Front: 2, it fires an individual beam from each point at a single target.
If it has TargetCountPerBank Front: 3 it appears to spawn another instance of the weapon firing animation.


Does this mean if you had something with 4 firing points, with a targetcount of 4, it would use 1 firing point per unit?

My initial thoughts is that it would just fire all firing points at each target. I LIKE the fact it doesn't do this, makes it look much nicer, but I don't get how it does this exactly.

Also, as all this stuff is purely visual, would pointstaggerdelay and burst settings change anything? (I know what these settings do in a single target scenario), but not sure how they would affect multiple targets vs firing points.

7,872 views 7 replies
Reply #1 Top

If a weapon has SynchronizedTargeting set to true, then the ship will always only hit a single target. Otherwise, it will in fact attack multiple targets with the same weapon, however it cannot use the same weapon to hit multiple targets (ex. if TargetCountPerBank is set to 2, the ship can fire on 2 ships, but if it only has 1 ship to attack, won't do double damage). At least, that's my understanding and what I've derived from testing.

Reply #2 Top

Quoting Lavo_2, reply 1
If a weapon has SynchronizedTargeting set to true, then the ship will always only hit a single target. Otherwise, it will in fact attack multiple targets with the same weapon, however it cannot use the same weapon to hit multiple targets (ex. if TargetCountPerBank is set to 2, the ship can fire on 2 ships, but if it only has 1 ship to attack, won't do double damage). At least, that's my understanding and what I've derived from testing.
End of Lavo_2's quote

My understanding is SynchronizedTargetting controls whether the impacts on the target converge to a single point or are random on different points of the target mesh.

 

Reply #3 Top

Quoting ZombiesRus5, reply 2
My understanding is SynchronizedTargetting controls whether the impacts on the target converge to a single point or are random on different points of the target mesh.
End of ZombiesRus5's quote

I haven't done much testing for it, but I've found this also results in the target focusing fire on a single target, though as I said, I don't have much experience with regards to this.

Reply #4 Top

Quoting ZombiesRus5, reply 2
Quoting Lavo_2, reply 1If a weapon has SynchronizedTargeting set to true, then the ship will always only hit a single target. Otherwise, it will in fact attack multiple targets with the same weapon, however it cannot use the same weapon to hit multiple targets (ex. if TargetCountPerBank is set to 2, the ship can fire on 2 ships, but if it only has 1 ship to attack, won't do double damage). At least, that's my understanding and what I've derived from testing.

My understanding is SynchronizedTargetting controls whether the impacts on the target converge to a single point or are random on different points of the target mesh.

 
End of ZombiesRus5's quote

This is my understanding as well.

Synchronized targetting only seems to make the volley all hit the same point on the target ship. (visual only)

The "FocusFire" setting, also has nothing to do with multiple targets. It just encourages your ships to fire on other ships that are already being engaged. If set to false, the ship will attempt to engage any targets it is best suited to fight. (Targets it does maximum damage against).

Reply #5 Top

I do intend to test this further tonight when I get home and report back with findings.

Reply #6 Top

Ok, so I've done some testing.

My initial thoughts were kinda correct.

Using the Kol for example, with 4 forward firing points for its beam, it will divide its total between the targets.
It seems once it uses all of its initial firing points, it no longer understands how to split the animations properly, and makes all points fire again at the new target, but then it gets even more confusing.

1 target = 4 beams on 1.

2 targets = 2 beams on 2.

3 targets = 1 beam on 2, 2 beams on 1.

4 targets = 1 beam on 4.

5 targets = 1 beam on 4, 4 beams on 1.

6 targets = 1 beam on 4, 4 beams on 2.

7 targets = 1 beam on 4, 2 beams on 1, 3 beams on 1, 4 beams on 1.

Similar results with the Radiance.

1 target = 2 beams on 1.

2 targets = 1 beam on 2.

3 targets = 1 beam on 2. 2 beams on 1.

4 targets = 1 beam on 3. 2 beams on 1.

5 targets = 1 beam on 3. 2 beams on 2.

6 targets = 1 beam on 4. 2 beams on 2.


Can anyone do the math? I'm not seeing a proper pattern here.

Reply #7 Top

I think I've noticed some kind of visual pattern for the Radiance by drawing it on paper, but basically its too complicated and uneven to worry about.

In the end, its not very even, and its quite obvious that visually, the ships just weren't meant to shoot at large numbers of targets.