Hi @steebx , I believe the default behavior of lock on timer was used to ensure that turrets aim at an enemy for a specified period of time before it fires the first shot. But yea that can have the aforementioned issue where slow firing towers like Snipers can end up getting not enough time to lock on to fast moving enemies if they’re all near the outer range of the tower.
I tried out a different implementation that can override this behavior. With this implementation, the towers should fire at a new enemy based on the time since last shot instead of waiting for the lock on time. It seems functional at the moment, but I have to run more tests to confirm it. Meanwhile if you want, you can try it out in your project using these modifications:
If all goes well, I’m thinking of pushing these changes into the official build. So you might get the updated version during the coming week.
Edit: After doing further tests, I’ve found that there is one more change needed.
This will ensure that if the Tower gets disabled at runtime by an enemy Tower Disabler, the Lock On system gets completely deactivated as per the new logic.
Apart from that, everything looks fine. The update has been submitted to the Marketplace team and should be available from the launcher in the coming days.