All fights against AI = afterburn + FA off turning

(haven't finished fitting my Python, so I'm unsure how it will perform).

Fighting the small ships in a Python can be difficult. Well for me at least. I used fixed lasers and plasma accelerators so hitting the buggers is sometimes hard (but when you do hit with the double plasma's they pop). I seem to have extra trouble against the Cobras because they are so darn thin. Of course this would all be made easier if I got rid of the Plasma's and switched to gimballed, but I built my ship to hunt the big game so I am happy with it. Does decent PvP as well.
 
Then show me how to do it since you apparently know how to not take so long. Please, by all means, do it. Prove me wrong. Destroy at least a Harmless Cobra while using a Viper, only gimbled lasers and/or gimbled multicannons. Show me you can do it in less than 5-minutes, or 10-minutes. If you need a program to record yourself, download and use OpenBroadcaster. It's free and works perfectly. Upload it to Youtube and show everyone here you can do it. I'd rather just learn than complain, so please, show us.

I kill plenty of Cobras, Eagles and Sideys before my FSD cooldown timer wears off after interdicting them. What's the issue here? Vipers can take a little longer sometimes. But not five or ten minutes longer!
 
What you are seeing there is the Vulture's weakness against speed. Vulture against Viper is a clear setup for a long fight, especially if the Viper wants to survive long enough to win. This is why I abandoned the Vulture long ago...I got real sick and tired of chasing after stuff, having a joust and then chasing them again as they zoom away. To me, the Vulture behaves much more like a bomber. It chews up anything large but it isn't great at being a superiority fighter, imo. I will say, though, that with expert handling of power (upping ENG to get more boosts when coming out of turn) the Vulture can be pushed to take on smaller, faster craft with success.

For superiority over other small/mid fighters in combat, I find the Cobra, Courier and Clipper to be the best (haven't finished fitting my Python, so I'm unsure how it will perform).

You found the Vulture difficult to use against Vipers and the like? Really? Tell me. do you control and manage your throttle in combat? Do you use your thrusters? The Vulture is a superbly manoeuvrable machine and I have yet to find anything that can stay with it and on the offence I can get inside the turn of anything flown by the AI. I am thinking of giving mine up after just a week because combat against the AI is just too easy.
 
Fighting the small ships in a Python can be difficult. Well for me at least. I used fixed lasers and plasma accelerators so hitting the buggers is sometimes hard (but when you do hit with the double plasma's they pop). I seem to have extra trouble against the Cobras because they are so darn thin. Of course this would all be made easier if I got rid of the Plasma's and switched to gimballed, but I built my ship to hunt the big game so I am happy with it. Does decent PvP as well.
You have those two size 2 slots on the Python... they are just perfect for class 2 beam laser turrets, just in case you feel too lazy to try a turning match with an Eagle. They also will make an Anaconda shield-less in short order, leaving you plenty of choice what to install in your size 3 slots. Even if you don't have the 51 million power plant yet, it should be ok with the right power priorities.
 
As things stand, if there were an effective counter to this I would have expected to see it on Youtube; this may well be the case and I just haven't seen the counter.

Are these new tactics based on the game's current flight/combat model?

Isn't the counter simply for the AIs to use boost and catch up since you can't fly backwards as fast as forwards

Alternatively just break off the attack so that they fall out of weapons range.
 
haven't finished fitting my Python, so I'm unsure how it will perform.
Python still good after all those nerfs. I'm a Sunday driver in this game, I've not focused on combat, so if you're a really good pilot, you'll shred NPCs with it.
 
You have those two size 2 slots on the Python... they are just perfect for class 2 beam laser turrets, just in case you feel too lazy to try a turning match with an Eagle. They also will make an Anaconda shield-less in short order, leaving you plenty of choice what to install in your size 3 slots. Even if you don't have the 51 million power plant yet, it should be ok with the right power priorities.

This is what I use for my Python.


I know...I know... But I like it the way it is and the only thing left to do is to put on the mirrored armor and it will be complete in my eyes.
 
How anything sub-dangerous lives longer than 2 minutes once it's shields are down is beyond me. If you aren't shooting the PP you're doing it wrong.
 
You found the Vulture difficult to use against Vipers and the like? Really? Tell me. do you control and manage your throttle in combat? Do you use your thrusters? The Vulture is a superbly manoeuvrable machine and I have yet to find anything that can stay with it and on the offence I can get inside the turn of anything flown by the AI. I am thinking of giving mine up after just a week because combat against the AI is just too easy.

Mostly just Vipers, really. And it wasn't like I didn't get em in the end (still way less than 5 minutes). The Vulture is joy to fly and can out turn just about anything with some well timed thrusters and a boost. It is great at getting close (when the AI executes a poor turn), but against faster ships it loses ground quickly. Probably just a style difference...I like to stay so close I could throw pennies at my prey. For me, the Vulture was the best when I was using it to stay glued to Anaconda power plants :D

The Clipper is my favorite overall for PvE. Speed and maneuverabilty (use the thrusters and its ridiculous yaw and you can keep a Vulture in front of you) and enough fire power to just own a RES.
 
Isn't the counter simply for the AIs to use boost and catch up since you can't fly backwards as fast as forwards

Alternatively just break off the attack so that they fall out of weapons range.

I've noticed that already, you can't just reverse and forget. I'm constantly changing speed. If I don't, I'll loose them and if they took more damage than they liked, they'll charge their FSD and warp out.

I'm not sure what further changes they'll make against flying backwards, but its already not very useful, except if you're already close when you first target them and want to get them in front of you for scan and initial attack.

Edit: well, maybe other people use that flying backwards thing better than I do and get more mileage out of it. I've yet to work on any kind of FA skills, which I won't if I don't absolutely need to, in order to complete the few combat missions I do.


I don't know, I was much more into and proficient in ship combat in other games, like X, where you could get NPC pilots to eject if you managed to scare them a lot with heavy alpha strikes. That was a lot of fun, even if you didn't keep the ship but just sold it to the station you sent it back to (remote controlled) Sometimes, you'd get some really cool and unusual pirate ship with an awesome paint job and keep it.
 
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Isn't the counter simply for the AIs to use boost and catch up since you can't fly backwards as fast as forwards

Alternatively just break off the attack so that they fall out of weapons range.

Well...yeaahhh...ummmm...I don't know what else really. Maybe all of all the ellipses and emoticons have made this seem more portentous than it's going to be; I'm a bit baffled to be honest.

*wanders off, lost to the music in his head*
 
Isn't the counter simply for the AIs to use boost and catch up since you can't fly backwards as fast as forwards

Alternatively just break off the attack so that they fall out of weapons range.

I'm pretty sure that doesnt work when using FA off. I can just boost away, hit FA 0ff, flip, and move backwards at full speed. A solution indeed depends on speed: if the target flying backwards is faster, break off. If the NPC is faster, approach (sliding around preferably).
 
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Didn't one of the FA Off gurus on here say that FA Off doesn't give any actual advantage over flying with every directional thruster individually? I certainly find that on the Xbox One I can do things that are much harder with keyboard/mouse, simply because I have two joysticks. I can actually dodge a stream of MC fire in real time by slewing as I spin, and then boost, drop my throttle, turn and side-thrust to strafe. The same is true when docking. It's not any better/different/worse with FA Off as you're still controlling the same ship with the same thrusters! It's simply a logical change to how you perceive the control of direction of movement and rotation.

But yeah, the AI are utter gits, especially AI Eagles and Vipers against me in a slower turning ship like a Cobra or Asps.
 
The only time I can actually I have some form of fun during combat (that is to say, I can sit my seat and not facepalm while rolling my eyes from boredom) is in conflict zones. Doing the stupid acceleratorflippflip doesn't work when theres 2-3+ shooting at one target. But thats really it. Sad. Besides, someone mentioned Freespace 2...Freespace 2 had way better pewpew and the game itself was structured very well. It only had to focus on one component of a scifi space genre sim thing and that was combat, and it did it very well and in an entertaining fashion.

Just everything about it is way better. The only thing ED has over it are the fluid flight controls/thrusters/graphics and audio. But everything else about it, for what it is, is just superior.

Wow! I watched both and honestly prefer the more realistic ED rather than the kids arcade approach in Freespace 2 Open.
 

Viajero

Volunteer Moderator
This is correct, they have no need. Also I can add that AI combat is getting a big upgrade. It's what I'm working on right now, adding a load of new tactics to make things more... interesting. ;) Oh, and with the new tactics, flying in reverse won't work. :) You have been warned.

Hi Sarah,

I am a bit confused by this statement as it would suggest by extension that human players may not actually need FAOff either to get the most out of their ships.

I d agree FAOff is not a flight mode that would give anyone an advantage "per se", especially if used 100% of the time. There are many obvious situations where that steady control of FAOn is much more advantageous.

But there are also a few situations where FAOff (I reckon) is more advantageous to FAOn, and I see in principle no reason why an AI should see this differently as you say?

For example, any ship with a lower turning rate than her opponent (say a Python vs a Vulture) will probably have a harder time trying to get a clear shot at said opponent which, by definition, may be at her six most of the time. In these scenarios, the best way for the lower turn rate ship to get a decent shot at her better turning opponent is by activating FAOff and drifting away, opening some space, and bringing weapons to bear, then reactivating FAOn in reverse to steady her aim.

Trying to do this with FAOn can also be achieved but it requires the ship to first decelerate and then accelerate in reverse while turning, which is a much slower process than simply activating FAOff.

No?
 
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AI are easy, just fly backwards and they come to you. You might have to turn from time to time but they need some new tricks if the same AI are going to fly Thargoid ships :D


Dam, just saw Sarah's post... Seems it is me that needs a new trick!
 
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Hi Sarah,

I am a bit confused by this statement as it would suggest by extension that human players may not actually need FAOff either to get the most out of their ships.

I d agree FAOff is not a flight mode that would give anyone an advantage "per se", especially if used 100% of the time. There are many obvious situations where that steady control of FAOn is much more advantageous,

But there are also a few situations where FAOff (I reckon) is more advantageous to FAOn, and I see in principle no reason why an AI should see this differently as you say?

For example, any ship with a lower turning rate than her opponent (say a Python vs a Vulture) will probably have a harder time trying to get a clear shot at said opponent which, by definition, may be at her six most of the time. In these scenarios, the best way for the lower turn rate ship to get a decent shot at her better turning opponent is by activating FAOff and drifting away, opening some space, and bringing weapons to bear.

Trying to do this with FAOn can also be achieved but it requires the ship to decelerate and accelerate in reverse while turning, which is a much slower process than simply activating FAOff.

No?
I'm able, by using the vertical thrusters in combination with pitch to flip 180 in a FAoff style whilst staying in FAon mode. Admittedly my track through space is not dead straight, it curves up and down partly due to me only having digital control of the thrusters (hat stick) , but I'd view that as a combat advantage. I'm not sure about the time taken to turn (rotational rate) which should be the same regardless of mode (i.e. bound to speed).
 
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