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Thread: AI Changes
Blackclaw00
Wed Nov 17, 2004 6:31 am
#53
The game had been filled with dogfighting goodness.
After the last patch there is no dogfighting and flying missions in space has become tedious and boring. Throw shields to the front, blast em headon, turn around, blast as they fly off. Don't worry about the aiming cue, they fly in a straight line as they depart. Repeat for an hour or two. It's almost as exciting as watching paint dry.
Please please please undo the AI changes. I had been playing this game for hours on end and now I have no desire to play it at all.
LohKey
Wed Nov 17, 2004 7:02 am
#54
Ducimus wrote:
Have you noticed any AI changes with the mobs you normally fight?
TIE fighter AI:
So far all ive noticed is that Tie fighter AI has changed dramatically.
(EDIT: acutally all that really changed was the speed of the mobs. But this change has changed how the fights pan out in a big way)
They no longer circle around trying to get behind you. Now they hit and run at full speed, and by the time you circle around to get behind them as they go wizzing by, they're already just about out of gun range, so you have maybe a split second opportunity to fire. After that they go out for a little bit, circle around, and charge in again. End result is it becomes a series of head on engagements. What gets intresting though is if you have a wave of fighters. They sometimes break off into two groups, and hit you from two directions at once. Shield reinforcement has become my new best friendSo basically tier 4 duty missions just got harder, and i doubt it will be possible to finish an entire duty mission within 2 hours, the fights are alot longer now, so the grind will be a tad slower if your grinding by duty missions.
As an aside, selling all that junk loot to the chassis vendor is acutally pretty profitable. SOme loot selling as high as 8 or 9K, averages around 2-5K though. Still, a way to make money in space is a good thing.Message Edited by Ducimus on 11-16-2004 11:50 AM
About damm time!!!!!! the a-wing AI has been doing that since beta, and hasn't let up for a second. I personally find it annoyingly challenging but historically inaccurate of what an a-wing is supposed to be. I'm glad you guys have to put up with it too
Mallize
Wed Nov 17, 2004 7:29 am
#55
The game had been filled with dogfighting goodness.
After the last patch there is no dogfighting and flying missions in space has become tedious and boring. Throw shields to the front, blast em headon, turn around, blast as they fly off. Don't worry about the aiming cue, they fly in a straight line as they depart. Repeat for an hour or two. It's almost as exciting as watching paint dry.
Please please please undo the AI changes. I had been playing this game for hours on end and now I have no desire to play it at all.
The game had been filled with dogfighting goodness.
After the last patch there is no dogfighting and flying missions in space has become tedious and boring. Throw shields to the front, blast em headon, turn around, blast as they fly off. Don't worry about the aiming cue, they fly in a straight line as they depart. Repeat for an hour or two. It's almost as exciting as watching paint dry.
Please please please undo the AI changes. I had been playing this game for hours on end and now I have no desire to play it at all.
EXACTLY!!!!!
Fabs
Wed Nov 17, 2004 8:07 am
#56
S-1-l2-H-C wrote:
i dont get what is so hard about the new ai. when you end up in the first head on joust, just turn early, and light him up from the rear. then when he gets some distance and starts to turn around agian, dont try and keep the target in your crosshairs. turn early and if you time it right you will end up right behind him, less than 100m, and can light him up agian.
it doesnt take long at all, and if you do it right you only give the other guy 1 shot if even that per pass. meanwhile, you are lighting him up from behind. you can also prolong your time on his rear by boosting as he runs away to score even more hits before he turns.
the speed of the ai ships has not increased, just the tactics. you percive an increase in speed because you manuver in a way to get a better firing angle on the target and not close distance. if you just take a flight path that makes you give up a couple seconds of firing to manuver in to a closer position, you would roast those ties in no time
this is the tactic i use with my a wing in kessel. i use a lvl2 63 top speed engine so i have room to fit a lvl8 blaster. with engine overload 4 i top out at 855 cruise, 1150 boost. if i had my 92 speed engine i would cruise at 1290 and top out at 1550 on 'burner, and would need to throttle back or overtake the target.
i find this much much more fun and challenging than just flying in a continuous circle, now if you ask me THAT gets boring.
all you whiners just need to learn new tactics, your old ones are useless now. you just want to constantly aim at your target and not think about where you are gonna be if you just keep him in your crosshairs the whole time.
great job dev team! love the change, and im sure the others will too once they stop crying and start thinking.
what is so hard about the new AI is the fact that the new ships joust in groups... adn all target you... if it were just one or 2 fighters doing the joust routine i wouldnt complain because thier movements are predictable.... although it would take longer to kill them this way.as it is now... you got a formation of ties all flying at you lighting you up and circling back again.
you cant tagret them all and by the time you kill one in 3-4 passes you are disabled yourself from the formation of ties all consentraiting fire on you ......
used to be able to take on tier 4 duty missions no problem with a winger coming for xp, tried to do the same duty mission l;ast night brought 4 wingers and got killed be casue the ties all ignored my wingmen and all attacked me....
jousing is ok.... one on one... but how are we supposed to joust with a squad.????
the state of space combat now is either too easy... (when faced with 1 0r 2 mobs) or downright impossible (when fighting a squad)
i couldnt bring myself to fly again last nite....
the one good thing the AI has done.. is let me get back to the ground game and grind out some FS xp...
Message Edited by Fabs on 11-17-2004 09:18 AM
Vicotnik
Wed Nov 17, 2004 10:11 am
#57
Selenim wrote:
Depending on the difference between your max speed and the nPC ship speed there's 2 cases :
1: the NPC ship max speed is far higher than your top speed : then it is awefully longer and more boring than with the previous system, no matter how well you anticipate your turn, you don't get more than a few clear shots per joust and the ship runout ofyour firing range in the blink of an eye and you got to wait sometimes more than 30 sec to get a second chance to hit it again...after such a long and boring as hell fight you got only one idea : logout and call it a night.
2: You're not that slower than the enemy ship : In that case the fight is as easy and long as before, even easier cause the enemy keeps flying straight forward while you nail him, but it is a way more boring. You don't have to think about aiming or adjusting speed to get higher maneuvrability, just stay at max speed, if you can keep up with it, it becomes ridiculous, you're right behind the enemy, hiting it at every shot and it doesn't even turn to avoid fire, it keeps flying straightforward and then explode after just one pass!
No really, i don't see the point of this change. The only time i've noticed this tactic being interesting was when i was fighting a wing of tier4 TIEs and while i was shooting at the one trying to run away from me, the others had an easyshot at me since i was also flying straight forward... But other that in this particular case, this tactic is really ridiculous.
That's a pretty good analysis and pretty much summed up what I was about to type. Good job! ![]()
The new "A.I." needs to go. It's just dull at best.
swgdevmbogue
Wed Nov 17, 2004 10:11 am
#58
We are aware of all the concerns and opinions about the AI. We are constantly adjusting the AI to make it challenging and fun. If you have concerns about the current state of the space AI, please continue to voice your opinion. Just saying it sucks and you are going to quit your account does not get anything accomplished. If you would like to help test our AI changes, please go to Test Center and play a little (there are ship AI changes on Test Center). After playing on Test Center please, come back by, say you played there, and voice your thoughts on what you liked, did not like, and any opinions on how it should be. This will help us the most in making the AI fun for everyone.
I know some of you will complain that you have to start from scratch on Test Center. Honestly, it does not take very long to get through the first few tiers of JTL. Thanks for playing.
KStarfire
Wed Nov 17, 2004 10:16 am
#59
swgdevmbogue wrote:We are aware of all the concerns and opinions about the AI. We are constantly adjusting the AI to make it challenging and fun. If you have concerns about the current state of the space AI, please continue to voice your opinion. Just saying it sucks and you are going to quit your account does not get anything accomplished. If you would like to help test our AI changes, please go to Test Center and play a little (there are ship AI changes on Test Center). After playing on Test Center please, come back by, say you played there, and voice your thoughts on what you liked, did not like, and any opinions on how it should be. This will help us the most in making the AI fun for everyone.I know some of you will complain that you have to start from scratch on Test Center. Honestly, it does not take very long to get through the first few tiers of JTL. Thanks for playing.
It did make things more difficult, but i kinda like it. However some notice in the Patch Notes would have been nice to see
The othter problem i have is with TIE Aggressors, the rear turrets have a 100% accuracy on NPC ships (same problem the YTs had in beta).
KStarfire
truewildman
Wed Nov 17, 2004 10:23 am
#60
KStarfire wrote:
swgdevmbogue wrote:
We are aware of all the concerns and opinions about the AI. We are constantly adjusting the AI to make it challenging and fun. If you have concerns about the current state of the space AI, please continue to voice your opinion. Just saying it sucks and you are going to quit your account does not get anything accomplished. If you would like to help test our AI changes, please go to Test Center and play a little (there are ship AI changes on Test Center). After playing on Test Center please, come back by, say you played there, and voice your thoughts on what you liked, did not like, and any opinions on how it should be. This will help us the most in making the AI fun for everyone.
I know some of you will complain that you have to start from scratch on Test Center. Honestly, it does not take very long to get through the first few tiers of JTL. Thanks for playing.
It did make things more difficult, but i kinda like it. However some notice in the Patch Notes would have been nice to see
The othter problem i have is with TIE Aggressors, the rear turrets have a 100% accuracy on NPC ships (same problem the YTs had in beta).
KStarfire
It is in the Publish notes.
IonControl
Wed Nov 17, 2004 10:26 am
#62
Amuro0079 wrote:
I do not like the new ship AI at all. It makeshigh level missions even harder. As for loot selling, I would like to be able to see the istats when I highlightan itemin the list so I don't end up selling something I actually need. Right now I need to open my inventory at the same timeto checkthe stats, and since the component list is not sorted in anyway, the process becomes verytime consuming if you have a lot of components in your inventory.
I know whatcha mean. My solution? I carry an extra pack with "Do NOT Sell" as the name. I put anything I want in there. That way I don't accidentally sell something important. But I also often have to open the inventory window while selling as well just to double-check the names or to figure out CPU (for reosurces, etc). This would be a WELCOME addition if stats were displayable in ALL windows...
truewildman
Wed Nov 17, 2004 10:28 am
#63
Trystim wrote:
"We are aware of all the concerns and opinions about the AI"
Here we go. /startapdance. Look swgdevmbogue, if you read the posts concerning
the new stealth sneaky super speed a.i. changes then you'd see that it's making
the space game unplayable for half the people and boringly easy to the other
half. What else do you need? You're tap dancing the issue here and avoiding the
fact that the new a.i. changes NEED TO BE REVERTED. There's no need to
keep changing anything if the players are happy with it. From what I read, most
players were happy about the previous a.i. although some FPS experienced
players found it too easy( I would too if I played half-life for half my life ) but a
majority of players find this new a.i. to only take longer and less exciting if not
unplayable for players with less FPS shooter experience. Why in god's name
don't you ASK us
Look, it's not "stealth". It was in the publish 11.2 notes a good week before it happened. In the Launchpad too.
Open your eyes.
EMC2
Wed Nov 17, 2004 10:29 am
#64
The Tie Aggressor's rear turret still has 100% accuracy despite any maneuvering efforts to avoid.
IonControl
Wed Nov 17, 2004 10:29 am
#65
MadcowwithSARS wrote:
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?
Actually, I just used the Search feature and found Imps and Freelancers. most had no clue about droid modules, so I gave them a blank chip or two, explained how it all works and just asked them to program a chip for me and keep one for themselves. Worked like charm