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-The laser doesn't do damage
-AI usually ditch the mech even though there is nothing blocking it from going to its destination
Not a bug but, the mech is hard to control, it does not immediately stop when I let go of the moving keys
Bots tend to not know how to use this vehicle type, especially when they control like REX does. I noticed that they ditch often but I wasn't able to find a reason. I'm afraid there's not much I can do about these issues, but I can try decreasing the size of the pathing box and see if that helps at all.
The AT missile's do have very loud audio, they don't use spatial audio because that causes horrific warbling noises from the driver's seat. I'll decrease the volume and fiddle with the falloff curve and see if the result is desirable.
The laser has a relatively short range of 45m, that and it does NOT work well with quick sweeping motions. The laser works essentially like a super high fire rate machine gun, and if the user sweeps over intended targets too quickly then it is likely that no projectile will impact. I was not able to find a better way to get a functioning laser; the most I can do is increase the fire rate, but I imagine that will effect performance more than it will benefit the user.
What range were you using the laser at and how were you using it?
Just pushed an update that decreases the volume of the AT missiles, they shouldn't be audlble across the map anymore; also, could you elaborate on your problems with the laser?
-Whenever bots are in play, REX's laser has a problem where it deals negligible to no damage. The laser beam also visually dims and flickers.
-When I tested REX with no bots present, the laser beam did consistent damage to vehicles, was brighter, and had no visual flickering.
REX's maneuverability has similar issues.
-When bots are present, REX continues turning for almost a quarter-circle when a directional key is barely tapped. Forward and backwards movement suffer from similar effects.
-Without bots present, REX is much more responsive and capable of more accurate movements.
Looks like it's definitely a performance thing then; but it's definitely on me for not noticing this, I only tested on low bot counts (60-80). I'll do more tests with higher bot counts.
There way actually be settings I can tweak to reduce this, but It's not for certain