I'm literally working on fixing this at the moment. Let me explain to you what is happening. These are the target priorities of the Cerberus:
TargetPriorities = {
'EXPERIMENTAL',
'SNIPER',
'ANTISHIELD',
'MOBILE TECH3 ARTILLERY',
'MOBILE TECH2 SILO',
'STRUCTURE SHIELD',
'STRUCTURE TECH3 DEFENSE DIRECTFIRE',
'(STRUCTURE * TECH2 * DEFENSE - ANTIMISSILE)',
'MOBILE TECH1 ARTILLERY',
'MOBILE TECH3',
'MOBILE TECH2',
'MOBILE TECH1',
'COMMAND',
'(ALLUNITS - SPECIALLOWPRI)',
},
Note how tech 1 artillery is higher than regular tech 1 units. That means that if previously only regular tech 1 was in range, but then suddenly a tech 1 artillery is then it will retarget.
Watch my ACU drop from min 11 onward. You will notice early on the T2PD seemed to be fine. Near 11:40 onwards you notice a few time the PD wiggles between targets (losing firing time) then seems to settle down to normal behavior.
The white line represents your intel range. Anything beyond it are blips, and therefore they have the lowest priority. The tech 1 artillery get into vision one by one, causing the Cerberus to go from a t1 artillery, to a tank, to a t1 artillery, to a tank, as the blips get into vision range. As the majority of tanks are to the west, the Cerberus aims all the way to the west, just to aim somewhere north again as the artillery are identified (they're no longer blips).
Then at 12:10 or so you will see PD randomly stop shooting upwards (at fervors, a good target), rotate 150 degrees down and left to shoot at some aurora, then rotate back up to shoot at the fervors that never left range(while getting crushed by the fervor)
Same situation as before - you simply didn't had the intel on them. Blips have the lowest priority as the game literally doesn't know what they are.
The worse offense was at Min 14:30, the T2 PD just... stop shooting. You see this start when an engi enters range and the PD does not fire. It just continues from there. Fervors enter range, no pew pew. Targets are in radar range, power is on, no pew pew. Fervors start to kill my shit... no pew pew.
Ironically, it is the intel that made them ignore other targets. Weapons have a tracking radius that allows them to prepare for higher value targets. This is useful on mobile units, as you're likely moving towards your target. This is broken on static structures, as the turret can't move.
The green circle is the tracking radius (it is 15% on a Cerberus) and if you look at the priority table then tech 2 mobile silo's (mobile missile launchers) have one of the highest priorities. As such, the turrets prepare to fire onto them but by all means they never get in range.
All of this will be fixed on FAF Develop within a week, and released in roughly two weeks to the main branch.