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proximityPriority is being misused #3807

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SethDGamre opened this issue Oct 5, 2024 · 1 comment · Fixed by #3811
Closed

proximityPriority is being misused #3807

SethDGamre opened this issue Oct 5, 2024 · 1 comment · Fixed by #3811
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@SethDGamre
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Description

There's at least 3 open issues related to weird ass target retention and acquisition. When proximityPriority is below -1 or above 1, the turrets are too quick to discard targets to acquire ones in the preferred range. This leads to targets still within range being dropped in favor of new often full health targets. Units with these extreme proximityPriority's perform worse than if they didn't have proximityPriority at all.

You can also observe with proximityPriority of -2 and below turret will target things just outside of its range rather than units just inside of its range because its preference for far targets it too strong.

I want to change all in-game proximity priorities to be within -1 to 1 range to prevent this bad behavior.
https://discord.com/channels/549281623154229250/1292233641186824332/1292233851090763817 here are some videos on discord

Expected Behaviour

units should prioritize killing targets within range as opposed to retargetting farther away targets

Actual Behaviour

units with proximityPriority seem indecisive and noncommittal about their targets often leading to half-killed targets allowing runbys.

Reproduction steps

try tremor, HLLT, beamer, high trajectory modes on rattlesnake, guardian, vanguard.
Observe suboptimal target reacquisition as blobs of units move into and out of range.

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@SethDGamre
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#3811 this PR will fix or otherwise push forward this issue

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