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IDProjectCategoryLast Update
0029312Heart Of The MachineGameplay IssueAug 22, 2024 8:20 am
ReporterFluffiest Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product Version0.585 Build And Settings Menus Partial Updates 
Summary0029312: Annoyance: Enemies re-targeting to avoid rear damage shots
DescriptionThe attached save seems like a particularly good example of a recurring irritation.

You have two units flanking a group of enemies which are susceptible to damage from behind. They're all targeting the same one of your units. You select the other and deliver a shot to the back for bonus damage. All the enemies immediately turn around, so to keep getting the rear damage bonus, you have to select your other unit. You shoot the enemies and THEY ALL TURN AROUND AGAIN. Repeat back and forth, and the combat takes more time and more clicks than was really necessary.

I know enemies can re-target in response to any player action, including shooting them in the back, and I understand why this is. However, this isn't creating any kind of challenge, it's just annoying.

I'm not sure what can be done about this. There will definitely be situations where the enemies re-targeting in response to being shot will be the correct and most interesting behaviour, while also *coincidentally* denying the player a back shot. But having the enemies turn around seemingly for no reason other than to prevent a back shot, while there is another, identical unit that can back-shot them, just adds busywork. In fact, it's actually worse for the enemies to repeatedly turn around like this, since it means I can take entirely back shots - if they stayed facing the same direction, I'd only get back shots with one of my attackers.

Maybe they should only turn around if shot in the back by a unit that does *more damage* than anything else they could be shot by?
TagsNo tags attached.

Activities

Fluffiest

Aug 21, 2024 5:34 pm

reporter  

oscillating 2.save (4,218,549 bytes)

Chris_McElligottPark

Aug 22, 2024 8:20 am

administrator   ~0070002

Units get to retarget every time one of your units moves. So if you have your unit with the highest aggro on itself move behind an enemy, the enemies will turn to target that unit. Or if all your units have equal aggro, and one random unit moves behind and is closer, they will likely turn to face them. Even if you move a lower-aggro unit behind, there is a slight chance that because of fuzzing the unit will turn around.

Anything more rigid would be deeply exploitable, mixed with possibly nonsensical. The enemy units do not make their decisions on how to target in concert with one another, other than to avoid overkill and a general order of targeting. Their behavior of exactly who they target and when is something that can be predicted to an extent, and is based on factors that each npc unit evaluates based on its individual stance (aka they don't all use the same logic). There is also an element of fuzzing to the logic, so that you can't definitely predict will happen if you have looked at all of the aggro values.

Being able to consistently get a from-behind bonus from a foe who knows you are there seems like something that should require as much work as it does. The only time it is easy is when they don't know that the unit you moved is there. As agility units come more into their own, that's going to be a bit of a specialty of theirs.

This is also a good example of why the from-behind bonus isn't on every unit, or even most units, as it would just be very annoying to be in every fight (it's annoying in other TBT games in my opinion also).

Issue History

Date Modified Username Field Change
Aug 21, 2024 5:34 pm Fluffiest New Issue
Aug 21, 2024 5:34 pm Fluffiest File Added: oscillating 2.save
Aug 21, 2024 9:08 pm Fluffiest Description Updated
Aug 21, 2024 9:09 pm Fluffiest Description Updated
Aug 22, 2024 6:28 am Fluffiest Description Updated
Aug 22, 2024 8:20 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Aug 22, 2024 8:20 am Chris_McElligottPark Status new => closed
Aug 22, 2024 8:20 am Chris_McElligottPark Resolution open => won't fix
Aug 22, 2024 8:20 am Chris_McElligottPark Note Added: 0070002