In the game files there is a section of code that acts as a master list for point defense. It determines what can and cannot be shot at and shot down by point defense weapons. Due to the haphazard nature of the recent additions, many projectiles are improperly placed on the priority list.
This is the old master list;
global.Bullet[0] = BulletTeller
global.Bullet[1] = BulletRorschach
global.Bullet[2] = BulletPlasma
global.Bullet[3] = BulletMissile
global.Bullet[4] = BulletGosling
global.Bullet[5] = BulletPulsar
global.Bullet[6] = BulletDemeter
global.Bullet[7] = BulletTachyon
global.Bullet[8] = BulletRail
global.Bullet[9] = BulletWeasel
global.Bullet[10] = BulletBlaster
global.Bullet[11] = BulletSidewinder
global.Bullet[12] = BulletRepeater
global.Bullet[13] = BulletPulse
global.Bullet[14] = BulletGluon
global.Bullet[15] = BulletDriver
global.Bullet[16] = ctr_Obstructions
global.Bullet[17] = BulletParticleGun
global.Bullet[18] = BulletPointMaser
global.Bullet[19] = BulletPDRocket
global.Bullet[20] = BulletTorpedo
global.Bullet[21] = BulletTacNuke
global.Bullet[22] = BulletRepeatingArtillery
global.Bullet[23] = BulletVulcanCannon
global.Bullet[24] = BulletTwinBlaster
global.Bullet[25] = BulletMiniMissile
Objects higher up on the list are given greater priority than targets lower on the list. Thus, at current, Demeters are given greater targeting priority than, say, Torpedoes. As you can imagine this could lead to terrible things if one's PD is distracted by harmless demeters in preference of a hull-annihilating torpedo.
As a sidenote, anything not on this list is completely impossible for PD to shoot down.
ctr_Obstructions refers to the grey block asteroids/meteors that oh so love to crash into ships. I'm considering giving them a much higher targeting priority, as they are rather prone to ripping up stupid soft ships which can cause serious problems.
Thus, I ask you, community members, how should we restructure the list?
Flash Bolter shots will be added to the list later, at some point.
Ed: The list should be based on their default properties, rather than on potential power via modding, as we cannot account for those.
~~
Ed2:
This is the most recent version of the list;
global.Bullet[0] = BulletTacNuke
global.Bullet[1] = BulletTorpedo
global.Bullet[2] = BulletGosling
global.Bullet[3] = BulletGluon
global.Bullet[4] = BulletDriver
global.Bullet[5] = ctr_Obstructions
global.Bullet[6] = BulletTachyon
global.Bullet[7] = BulletSabot
global.Bullet[8] = BulletTwinRail
global.Bullet[9] = BulletRail
global.Bullet[10] = BulletPlasma
global.Bullet[11] = BulletRepeater
global.Bullet[12] = BulletFlashBolt
global.Bullet[13] = BulletMissile
global.Bullet[14] = BulletTeller
global.Bullet[15] = BulletHVRocket
global.Bullet[16] = BulletDemeter
global.Bullet[17] = BulletPulsar
global.Bullet[18] = BulletWeasel
global.Bullet[19] = BulletBlaster
global.Bullet[20] = BulletTwinBlaster
global.Bullet[21] = BulletTwinAC
global.Bullet[22] = BulletSidewinder
global.Bullet[23] = BulletPulse
global.Bullet[24] = BulletRepeatingArtillery
global.Bullet[25] = BulletVulcanCannon
global.Bullet[26] = BulletMiniMissile
global.Bullet[27] = BulletPDRocket
global.Bullet[28] = BulletParticleGun
global.Bullet[29] = BulletPointMaser
Point Defense Master And Priority List
Moderators: th15, Moderators
Point Defense Master And Priority List
Last edited by Arcalane on Tue Dec 30, 2008 6:15 am, edited 1 time in total.
/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
-
- Commander
- Posts: 174
- Joined: Tue Sep 04, 2007 1:19 am
- Location: Location: Location: Location: Location: Location:
global.Bullet[1] = BulletTacNuke
global.Bullet[2] = BulletTorpedo
global.Bullet[3] = BulletGosling
global.Bullet[4] = BulletGluon
global.Bullet[5] = BulletDriver
global.Bullet[6] = ctr_Obstructions
global.Bullet[7] = BulletTachyon
global.Bullet[8] = BulletRail
global.Bullet[9] = BulletPlasma
global.Bullet[10] = BulletRepeater
global.Bullet[11] = BulletFlashBolter
global.Bullet[12] = BulletMissile
global.Bullet[13] = BulletTeller
global.Bullet[14] = BulletDemeter
global.Bullet[15] = BulletPulsar
global.Bullet[16] = BulletWeasel
global.Bullet[17] = BulletBlaster
global.Bullet[18] = BulletTwinBlaster
global.Bullet[19] = BulletSidewinder
global.Bullet[20] = BulletPulse
global.Bullet[21] = BulletRepeatingArtillery
global.Bullet[22] = BulletVulcanCannon
global.Bullet[23] = BulletMiniMissile
global.Bullet[24] = BulletPDRocket
global.Bullet[25] = BulletParticalGun
global.Bullet[26] = BulletPointMaser
Note: I was tired when I did this.
global.Bullet[2] = BulletTorpedo
global.Bullet[3] = BulletGosling
global.Bullet[4] = BulletGluon
global.Bullet[5] = BulletDriver
global.Bullet[6] = ctr_Obstructions
global.Bullet[7] = BulletTachyon
global.Bullet[8] = BulletRail
global.Bullet[9] = BulletPlasma
global.Bullet[10] = BulletRepeater
global.Bullet[11] = BulletFlashBolter
global.Bullet[12] = BulletMissile
global.Bullet[13] = BulletTeller
global.Bullet[14] = BulletDemeter
global.Bullet[15] = BulletPulsar
global.Bullet[16] = BulletWeasel
global.Bullet[17] = BulletBlaster
global.Bullet[18] = BulletTwinBlaster
global.Bullet[19] = BulletSidewinder
global.Bullet[20] = BulletPulse
global.Bullet[21] = BulletRepeatingArtillery
global.Bullet[22] = BulletVulcanCannon
global.Bullet[23] = BulletMiniMissile
global.Bullet[24] = BulletPDRocket
global.Bullet[25] = BulletParticalGun
global.Bullet[26] = BulletPointMaser
Note: I was tired when I did this.
-
- Commodore
- Posts: 746
- Joined: Fri Sep 07, 2007 2:57 am
I won't attempt to redo the whole thing, just some guidelines:
More damage = higher on the list.
Harder to intercept = lower on the list. Hit what you CAN intercept first, you know?
Obstructions should, IMO, be low. Fly around the asteroids, don't make your guns prioritize shooting them,. Target them manually if you want them gone.
Guns that fire TONS OF BULLETS (i.e. repeating artillery) = lower on the list. You've probably got more important things yo fire at. On the other hand, one well placed Flak burst....
More damage = higher on the list.
Harder to intercept = lower on the list. Hit what you CAN intercept first, you know?
Obstructions should, IMO, be low. Fly around the asteroids, don't make your guns prioritize shooting them,. Target them manually if you want them gone.
Guns that fire TONS OF BULLETS (i.e. repeating artillery) = lower on the list. You've probably got more important things yo fire at. On the other hand, one well placed Flak burst....
Makes sense.TormakSaber wrote:I won't attempt to redo the whole thing, just some guidelines:
More damage = higher on the list.
The sooner you start shooting at it, the better your chances of intercepting it. This is especially true for torpedoes, where even a near hull interception will hurt a lot.TormakSaber wrote:Harder to intercept = lower on the list. Hit what you CAN intercept first, you know?
This is not for player concerns alone - the AI has a horrible tendency of flying into these things on the main menu, and they can be as devastating as a torpedo to weak rear sections.TormakSaber wrote:Obstructions should, IMO, be low. Fly around the asteroids, don't make your guns prioritize shooting them,. Target them manually if you want them gone.
Repeating Arty is tame, in terms of bullet hell. Vulcan cannons and pulses - now those are gonna be low on the list.TormakSaber wrote:Guns that fire TONS OF BULLETS (i.e. repeating artillery) = lower on the list. You've probably got more important things yo fire at. On the other hand, one well placed Flak burst....
/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
-
- Commodore
- Posts: 746
- Joined: Fri Sep 07, 2007 2:57 am
Err, sorry, yeah. When I said repeating arty, I meant Vulcan Cannon. the minigun one that has 120 rounds.
True enough on the hard to intercept stuff, I hadn't thought about it that way. My logic was: 3 shots at a difficult interception = 1 down. 3 shots at 3 easy to intercepts = 3 down. Torpedoes would be near the top by virtue of HIGH damage, IMO.
True enough on the hard to intercept stuff, I hadn't thought about it that way. My logic was: 3 shots at a difficult interception = 1 down. 3 shots at 3 easy to intercepts = 3 down. Torpedoes would be near the top by virtue of HIGH damage, IMO.