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Thread: AI Changes

Almagill
Tue Nov 16, 2004 8:33 pm
#27



IonControl wrote:
OK, with Engine overload 3 and reactor overload 2, the TIEs were no sweat *speed* wise. They are incredibly tough to hit however. The AI acts wierd. It's not even particularly realistic. Kind of darting movements that even I couldn't emulate while flying. Kind of like they ignore engine rules... made me sick following one

Message Edited by IonControl on 11-16-2004 06:33 PM





Glad someone else said that. I was begining to think I was lagging baaaaad the way the TIE would leap from one vector to another, crossing say 500m of space instantly.

Still got them tho. Mostly.



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Sharkboy
Tue Nov 16, 2004 8:34 pm
#28

I agree that the faster ships are making it boring to fight...especially when they all stay grouped together. The back and forth chasing and fighting made me quit early tonight.


It made for just too much repetition.


Now I'm not throwing out the idea of having the ships being faster, just yet.


There could be a Plus side to this....since beta the ships have seemed sluggish and needed a boost in speed. Now we see that the AI ships are faster, what if it's possible for our ships to go just as fast. Maybe there are newer engines to be looted or crafted (or hotfixed in) for this to happen.


But if it turns out that the AI ships will always be faster, then I hope they change it back. Because it would be like all the high lvl AI ships have the best engines out there.


For more realistic gameplay, they should have the AI ships generate a random set of stats. Choose from upper and lower limits of course. That way, anytime one spawns, it could be faster or slower than the last one you saw or have more or less firepower or shield power. That would also make the groups of AI ships spread out a little more. It's boring to chase 5 ships all grouped in formation, back and forth, back and forth and hardly ever get hit by them. They should be buzzing around you like bees determined to destroy you or make you hyper out of there. Then if you finally finish the group off, you feel like you did something.


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MadcowwithSARS
Tue Nov 16, 2004 8:42 pm
#29






IonControl wrote:

Yeah. traded cips with an Imp and a Freelancer. Have a lv5 Flight Computer with


Overload:

Engine 2 & 3

Reactor 2 & 3

Weapon 2


Plus my regular shield enhancement. Top speed (w/o boosters) of 1200






How did you manage to talk em outa those haha. I wish i had friends that were oposite faction i really need some of those chips. Do they damage your gear when using them?



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Mallize
Tue Nov 16, 2004 8:48 pm
#30

the new AI sucks. it was much more of a challenge when all of the ties flew close circles around you and tried to get behind you. now you just have to wait 2 minutes for them to make another joust run and lay into them.


i think i will quit if they stay like this. i don't mind them being hard.. but waiting a long time to engage them again is retarded. i'm 3343 btw.



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Sylia
Tue Nov 16, 2004 8:59 pm
#31

You just need to get used to it ....


I was ready to call it a night after my first engagement with some tier 4 scyks, but after a few more fights I started to like the new speeds. They do have some problems I can predict (see above) but so far, I'm kinda nuetral on the changes.


The A-wings allways used to fly like this because you couldn't get on thier 6 without considerable effort, yet today it seemed easier somehow to pin down the A-wings even though the rest of the fighters take a little longer to outmanuver.


I don't recall reading about an npc speed increase either, though I do keep seeing people on the forums here saying things like "just wait untill the combat changes, then it'll be even harder" ... what "combat changes" they are talking about I have no clue.


My guess is this is either an unintended change, or classic SOE....


SOE does not give without also taking.

In other words, here you can have faster engines, but we're going to make npc's faster to make up for it.


"Ballance" to SOE means that every "buff" has to be a net zero gain for the players.

Corandor
Tue Nov 16, 2004 9:06 pm
#32

The current changes have made the smuggler alliance 3322 mission impossible, prior to the patch you didn't have to worry about enemies until after all packages were delivered and you had to escort a ship out of sector, which was hard enough since you had wave after wave after wave of enemy, before one wave was destroyed you had another wave showing up. now you have an infinate amount of waves of enemies before you even reach the first package delivery making it IMPOSSIBLE. to even deliver the first package much less all three and escort..you have now successfully stopped people from getting any further in that path...good job...

and to think i re-activated my account and pre-ordered jtl.....this is the way we ge treated.
Mallize
Tue Nov 16, 2004 9:07 pm
#33

that's just it.. i don't want it easier.. i want it more FUN. it's boring now. they are easy to kill and i spend 80% of the fight chasing them, not exchanging blaster fire. what's star warsy about that?



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Sylia
Tue Nov 16, 2004 9:12 pm
#34






Mallize wrote:

that's just it.. i don't want it easier.. i want it more FUN. it's boring now. they are easy to kill and i spend 80% of the fight chasing them, not exchanging blaster fire. what's star warsy about that?






There's allways a brighter side.


I spent the whole time out there with weapons overcharged ... gives me plenty of time for my cap to catch up between passes. So you don't hit as often ... why not hit harder.

Amuro0079
Tue Nov 16, 2004 9:18 pm
#35

It made a lot ofmissions impossibel to solo after this change. I was doing my second Tier 4 Inquisition mission alonejust before server restart, and I was able to get to the last part where I had to capture a netron fighter or something, failed the mission only because I accidently blew up the ship that I was supposed to capture. After server restart however, I got blown up twice before Icould even reach the final part becauseI could not kill the shipsfast enough before the next wave showedupso eventually there were like 15+ red dots some mission and some non-mission targets all doing the same stupid maneuvers in formations and shooting at me at the same time.



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Mallize
Tue Nov 16, 2004 9:18 pm
#36

i dunno.. it just seemed more fun when we were constantly trying to position ourselves behind each other. you had to change speed and pitch correctly to get behind them. now it's just sit and wait.. heck i don't even have to throttle up.. i can just go 100 and wait for them to come back at me.



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Cartouche
Tue Nov 16, 2004 10:22 pm
#37






Mallize wrote:

i dunno.. it just seemed more fun when we were constantly trying to position ourselves behind each other. you had to change speed and pitch correctly to get behind them. now it's just sit and wait.. heck i don't even have to throttle up.. i can just go 100 and wait for them to come back at me.






Yep... Before the patch, at least you had to time your turns carefully, decide to lead or trail when starting your turn, control your pitch rate with the throttle as well as with the joystick, and maintain a steady aim while turning on your ennemy's six.


Yes, it was often predictable and monotonous, and it wasn't as technical and unforgivingas dogfighting in a flight sim like Flanker. Nevertheless, against a high-level Scyk, Tie Interceptor, Kihraxz,or droid fighter, it was stillgood fun.





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MadcowwithSARS
Tue Nov 16, 2004 10:29 pm
#38

All i know is before the patch it took me maybe 2 minutes to kill a tier 4 interceptor in my Long probe. Now it takes over 10 minutes. And i tried it with my A-wing and you cant catch them. Im sorry if it means i suck because i am fighting an enemy that never misses and manages to outrun the fastest ship in the rebel fleet. I guess i suck. Cause this AI cant be purposly done like this this is the most horrendous experience i had in space this evening.



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Trynian1
Tue Nov 16, 2004 11:00 pm
#39

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