So I have been trying out these things for a while now and I could swear these things are bugged when paired with the Muninn cabin. It feels like they take way more time to start shooting at the designated target, as opposed to just being dropped with any other cabin, like a +3 seconds at least before they start shooting, even if the target is right next to them. On The Call they seem to engage enemies, near or far, almost instantly
Another thing that feels bugged is pathfinding, on the call they seem to have no problem going away from your own build and “chasing” enemies, but with the Muninn they just seem to completely break and they just walk around in a large circle not managing to do anything and most of the times positioning themselves behind your own build parallel to the enemy, and are unable to shoot because your own build is in the way, and also completely unable to move into a position where they can fire
Multiple battles I have engaged an enemy by itself, dropped my drones, stayed around to spin around the enemy who spins around me, to bait him into ignoring the drones, but my drones seem to walk off 10+ meters into a random direction without even trying trying to shoot at the enemy, only then pausing, sitting still for a few seconds, then turning around and trying to come back to the enemy who still has not generally moved anywhere from the same position we two have been spinning in place at for enough time to be completely melted by the enemy.
If you drop them from a cover near some enemies they have no problem walking to said enemies and shoot at them, but if you do the same with the Muninn cab and lock a target, even in the same kind of a situation where there is only 1 target the drones could even engage, Muninn or not, they seem to completely break and not know what to do and do not even walk over to the enemy, just idling near your own build for 5+ seconds before anything seems to happen
With further testing it almost feels like when there are 2 or more enemies near the drones at the point you drop them off and designate a target, they seem to kind of be stuck between engaging targets like a normal drone not effected by Muninn, and a drone using the Muninn to target a specific enemy, like they aren’t registering the Muninn like they should and that causes them to hang and process a lot longer than any other drone
And another thing that seems to completely break them is switching a target into another target, if they have already shot at the initial target, they just don’t know what to do and do nothing
Honestly with how they move and act and costing more energy than wheeled drones, these things should have more life time rather than less when compared to a wheeled drones, they are just too sluggish in target acquiring, positioning and engaging the target and don’t live long enough to even sometimes engage the enemy at all, even if on the test range they seem to be able to fire for quite a long time before stopping
the muninn cabin was specifically made for fuze drones, not other types of drones. yeah it has that lock on feature but really though the only thing they seem to work decently with is fuzes… but even then its still not good. it might be a bug but it also might be intentionally designed that way.
They didn’t ever say that though, right? I remember the cabin working fine with flying drones, and seems to work with fuse drones, but I agree that when I tried it with grenadiers that it didn’t work well.
I’m thinking maybe it is bugged? Or maybe wheeled drone AI is just really bad?
The few things that really bug me with the Mun and drones, is the remote range the drones can go; it seems to small for my own liking. One of the other big ones is, as soon as you get the slightest bit out of range the drones start to return to you. They should add a little delay before they start to return. I’ve noticed this with all the ground based drones.
Edits were just punctuation which I still probably got wrong… lol
the muninn cabin is meant for fuzes. the reason being is that people had said the fuze drones were to weak and wanted them to be boosted in power, to combat this the devs released the cabin to boost the power of fuze drones. however there is to many problems with the cabin. its main perk doubles the power of said drones, the lock on and cabin perk are meant for fuze drones to lock onto a single target and go after them, yes it can be used for other drones but the main purpose was for fuze drones. the perk was also meant for fuze drones because it only lasts 7 seconds and then seppuku’s your drones that you have out. i imagine this messes with the drones ai and messes with their targeting systems. 7 seconds is not alot of time to deal increased damage with something like sidekicks or fatums. sure it might increase the damage for a few hits, but fatums and sidekicks as well as grenadiers have cooldown times on their guns when they overheat. theres alot to keep in mind when it comes to the muninn.
i think its intentional. the cabin was MAINLY for fuze drones and not other drones. so if i had to say id say its intentional. you can say its a bug or something else, but you can see for yourself from how other drones act to the 7 second increased damage, it was meant only for fuzes and no other drone.
I think we’re talking about different aspects of how the cabin works.
The actual perk is hard to use with any drone, because it’s also basically a self destruct trigger. The only way I’ve been able to get that part to work (with any drone) is to wait until the drones are already getting towards the end of their lifespan, and that way it doesn’t cut into the overall time they’re active.
Personally, I find that aspect of the perk equally annoying for all drones, including Fuse drones.
The other aspect, and the part I think might be bugged, is the targeting function. It works well with any of the non-autonomous flying drones, and seems to work ok with Fuse drones, but the other wheeled drones (and possibly Fatums) don’t seem to react well to the targeting. It does something, but they still act confused.
It’s possible this is deliberate, but I don’t think so. If they meant it to be only for fuse drones, they would have mentioned that, and it wouldn’t also work properly with flying drones.
I am pretty sure that what we are seeing is some conflict between how the normal wheeled drone AI works and the targeting.
I picked up a second Fatum and intend on experimenting a bit with them today. Will report back with my observations on how the cabin interacts with them.
I made further testing and I think the problem is indeed in how the drones move/are programmed to move
If I sit perfectly still, and I mean full stop, the drones go after targets and shoot at them like they are supposed to, but if I am moving at all, they seem to completely go bonkers and don’t know at all what to do or where to move
Sadly this also happens if you are being pushed into any direction by the enemy.
Also the range of them is almost as precise as trying to use an arothron, if you are too close, they once again don’t know how or where to move, if you are in this weird sweet spot, they do leave your build and focus on attacking the enemy like they should, but if you are too far away again they once again have a stroke and go full
Basically you need to sit perfectly still, at a perfect distance from an enemy, and while the enemy can move if it moves further away enough to close enough to leave the sweet spot distance the drones go all wonky and don’t function like they should
Which is annoying as they can fire further away than this magical sweet spot, in fact they have quite a lot of range, but they just never manage to use that range at all in actual combat and only in test track
I played a couple fatums with a grenadier on a muninn goliath tank for a while today, and it was actually a bit better than I feared it would be.
It’s still not particularly strong, but if you remember that you’re supposed to support your team, they’re not that bad.
I didn’t actually encounter any serious bug behaviour with muninn. Drones just seem to take a little while to activate after they’re launched.
I do think these drones and the wheeled drones prioritize staying close to your own build way too much. They’re always getting under my build, or I’m blocking their shots.
I think muninn could use some buffing. The triggered perk just isn’t very useful because of how much it shortens the drone lifespan. Being able to target people is great, but I think they should swap the triggered damage boost for either a constant damage boost, or allow you to trigger a longer lifespan for the drones.
They probably should remove that activation time delay anyway. It’s a huge disadvantage to have something that can be destroyed before it can even start shooting.
Yeah, or at least shorten it greatly.
The console drone damage nerf probably doesn’t need to be there anymore either (assuming it’s still there).
I don’t want to return to the days of the grenadier drone boat meta, but I don’t think that’s a real danger.
Imagine if drones came out swinging like a plus player, shooting damn near as soon as possible, doing near their max DPS. Thatd be a warm welcome in my mind. No, i dont want homing missles to become so powerful as to need a DIRECT counter, but itd be nice to see a forgotten weapon class have at least nominal competiveness
Imo the biggest problem with these drones is the live time and durability, especially at the energy cost. You’d expect it is either a glass cannon drone that lives a short time and does big damage, or a more durable, less overall damage drone with a longer live time. Something to justify costing 1 more energy than wheeled drones
But instead we have a glass cannon drone with a shorter live time and not that great damage.
Even as a support drone mainly for heating up the cabin, it sucks because of above reasons. 1 Trombone is better as a heating support weapon than this, with way less energy cost, and better overall heating. The energy cost makes it really hard to run a single Fatum for heating + other drones for dealing damage, especially with how the spider drone fumbles around and moves compared to other drones, so you really can’t pair it up that well.
And the perk is rather useless, it just takes too long for the drones to engage anything, even with a codriver that should help in that. If you are in a situation where someone destroyed your drones, they’re gonna get destroyed right away again no matter how quick you get them out, people do not even need to actively ram them to destroy them by accident
There is too many cons on the drone and not enough pros to balance it out
and the reload time to. 30 second reload for the fuze drone is absurdly long. i get the cheetah is supposed to offset that but still… even fused their reload time goes down to 24 seconds which is still way to long.
other drones also have long reload times to and it makes running drones a chore more then anything, at least in my opinion.