[Bug] Titan Bug List

Planet pathing (AKA - Honey Badger don't give a 's**t')

As the title says the Advent Titan - Coronata - has a series pathing issue.

 

Currently when you build your Titan foundry on one side of a planet and set your rally point to the other side, if the Titan pops out it heads in a straight line instead of trying to go around the planet. This leads to your Titan ramming your planet until it finds a clear and direct path to the rally point. In essence, Honey badger don't give a s**t about this planet being in the way.

6,776 views 3 replies
Reply #1 Top

Coronata class Titan does NOT follow move group command. When I tell my fleet to jump to another system, the fleet moves as a whole while the titan, however, does not. The Titan goes ahead without the rest of the fleet, usually putting it one hell of a situation. It has gotten so bad that I have had to put my Titan on a completely different control group and jump it in AFTER my primary fleet has engaged.

 

Reply #2 Top

Also. There is problem with Titan combat target. It went like this:

Me: Alright, advent titan. Let see what you can do! *move to hostile controlled planet*

My Advent Titan: *Face a several ship*

Me: Burn them all! Mwhahaha

Enemy ship: *a small squad of fighter launch out of the ship*

My Advent Titan: OOOOH! A squad of fighter! HOW CUTE! I WANT ONE! *chase after it*

Me: -_- ......stupid titan.

 

Anyway! It need to fix. It is annoy me when titan constant target fighter instead of capital ship or frigate/cruiser.

 

 

Reply #3 Top

Titan AI and AI in general needs some tweakage, I think adding more user based controls would be better so we can choose target priotisation and orientation for example: Ragnarov, I would prefer it if the thing tracked it's target with the big rail gun pointing at the enemy rather than broadsiding most of the time, so giving the option would solve my problem.

Admittedly I don't think this would be a massive problem with other nation's Titans but still, it should be a point noted that the AI could use a more personalised ordering experience. For example, I usually clump together all my ships in one fleet, and it seems Percheron carriers have very derpy AI that seems to make them think closing in close to the enemy makes sense. There should be a differntiation between a move and attack order for units which have no guns, they should be programmed to follow the main fleet closely but remain behind, as support ships should be (Cielo and Hoshiko are bad for this also).