All fights against AI = afterburn + FA off turning

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).

The boost speed will still bleed off. If the other (equal) ship uses boost they will still catch up.
 
I've played the original Elite, Frontier, Frontier FE, the Wing Commanders, Freespace 2, the Descents, Freelancer and just about any other space sim I could get my hands on.

Elite Dangerous has without a shadow of a doubt the best, most visceral, most engaging combat I've ever played. The AI has been absolutely outstanding and is continuously improving - often resulting in horrible surprises each time it gets upgraded.

I do not want to be the Last Starfighter. I want to feel like every single enemy is trying hard to stay out of my crosshairs while bringing their own to bear. I loved the moment the first time I saw an AI actually run for it when the battle didn't go their way.

From what I can tell, this thread is asking for the AI to be downgraded. It is asking that AI ships should just know when they're beaten and fly into the crosshairs and let themselves be destroyed. This has got to be one of the most ridiculous things I've ever seen.

As for taking ten minutes to destroy a Cobra while flying a Viper... well, frankly someone already posted a video.

Fine, let's do this.

I think even the AI ships self-destructing as soon as I approach isn't good enough. With all respect for that brilliant idea...

What should happen is that as soon as I am within 3km of a Wanted ship, it should just credit my balance with its bounty. After all, its destruction is already guaranteed by my peerless dogfighting skills. It would only take me 10 minutes to kill him. He should just pay me his bounty in order to spare himself that incredible 10 minute display of my piloting skill which can only end in his own destruction.

If it leaves the 3km bounty bubble around my ship, and then returns, it should be forced to credit my balance again, for having the sheer gall to invade my personal space a second time like that. And again.

I should be able to just sit afk for an hour, and eventually those bounties will be half-decent enough for me to fly back to the station (oh god I actually have to fly my ship there, what a yawn) and cash them in for 1 trillion and I can buy and outfit my 'endgame' Anaconda and then complain that I have nothing to do.

Could this be implemented please? Also, can you take all those stupid planets out of the game? They keep getting in the way and slowing me down. And the stars are too bright. Can you get rid of that stupid 400 billion system galaxy too, it's pointless. Just put in one station in a single starless planetless system which is pure black in every direction so I can fly my endgame Anaconda out, farm credits from nearby ships passing and then fly back in.

I just boosted while trying to land. It says my endgame Anaconda has been destroyed. This is stupid. Can we make it so my ship can't be destroyed? If I've gone to all the effort of getting to endgame, I should be rewarded with immortality.

Can we have it so the docking computer does all the flying now? It's stupid that it only works for landing.

Also make it so I can just type in what I want my balance to be.

Thanks.
 
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 of their ships.

I'm thinking the reason is that a player generally only has the mental capability of (intelligently) manipulating 2 or 3 of the 6 axis of thrust simultaneously. And because of control layouts, players generally won't have (for example) the ability to activate forward thrust and reverse thrust simultaneously. The AI has no such limitations. It could fire all 12 thrusters simultaneously if it wished. Also, most players will map some of the thrusters to digital controls, rather than analog controls. I'm guessing the AI doesn't have this limitation, either.
 
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I think what the OP is doing is using 'manouvres' against the AI. The AI then goes into endless avoidance and the fight just drags out.
The more tactics you try to use the more the AI will avoid and so it goes on. There is no forcing errors on their part it seems. They can just go into forever avoiding you and not engage in combat.
This then forces you into chasing an annoying target that won't fight back or just relies on point defence.

Or we can just keep reasonable distance and point and shoot with gimbals and just nuke the npc's. That works too.

I can just go and nuke down the npc's but if I go and practice dog fighting with them then it gets annoying cos they dont make mistakes and just try to turn the fight.
Not sure if I explained that right, maybe I'll try get some footage of the difference.
 
The boost speed will still bleed off. If the other (equal) ship uses boost they will still catch up.

This might be a bit offtopic, but why does speed bleed off when you FA:Off or deactivate your engines,
but it doesn't when your engines get destroyed?
That is very inconsistent and nagging (CZ Vipers racing off on broken engines).
 
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Viajero

Volunteer Moderator
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).

Aye, you can indeed achieve the same with thrusters only in FAOn, but I would imagine that even for AI it would be much more efficient to use FAOff to get there?
 

Sarah Jane Avory

Retro Queen
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!

I've been testing the new tactic. Against 2 Elite vultures it is brutal. Flying in reverse just gets you killed.
 
They're supposed to act like real players would

If you really want to achieve that, make them RUN as soon as they take more than three hits. Right now the AI is very brave, bordering on suicidal, and that makes things a tiny bit too easy for my taste. I want to have to chase them for a bit before I take them down :)
 
Not a bug, they don't need it tbh, they have ample control over the lateral and vertical thrusters anyway so they can achieve whatever manoeuvre they need to fight effectively without FAOff.

Hmm.. does this mean that NPCs are not constrained the way that we are? (which is why we use FAOff)..
 
Hmm.. does this mean that NPCs are not constrained the way that we are? (which is why we use FAOff)..

Yeah, because they are mindless slaves in no danger of abusing their lateral thrusting powers to become "turrets in space", which is the official reason why we don't get those ;)
 
IMHO the AI is OK now. I just tested it with my Python, with my Cobra and with my Vulture and everything seems OK. No 10 minutes fights, wings of NPCs are tough enough, harmless Viper is a piece of cake, but Deadly Dropship is a different category.

It is just a pity that missiles and torpedos are useless. I did not tested mines, but I suppose that they are useless too.
 
I'm thinking the reason is that a player generally only has the mental capability of (intelligently) manipulating 2 or 3 of the 6 axis of thrust simultaneously.

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?


The notion that you can do all the same things with FA off as you can with FA on is simply not true. I used to think so as well but I've tested this quite extensively. Concretely:

1. FA off allows you to maintain a high turn speed when you wouldn't normally. With FA on, if you boost and then turn, your rotation rate is fast for a couple of seconds and then slows down. With FA off, you can continue turning at the accelerated pace even after the boost wears off. Same thing with the "blue zone": if you start the turn in the blue zone and then change speed so you are no longer in the blue zone, FA on means your turn rate slows down. WIth FA off the turn rate stays fast.
2. FA off means you can maintain a higher speed in lateral and reverse directions than with FA on. With FA on, your lateral and reverse top speed is much lower than your forward top speed. With FA off, your top speed is the same as your forward top speed but in every direction. Consequently you can "circle strafe" or "fly sideways while hammering a target flying perpendicular to you" much more effectively with FA off.

FA on is still important for aiming and for braking (you can slow down much faster along lateral directions with FA on than with FA off) but you absolutely need to use FA off to get the most out of your ship in combat. Top-level AI should do so as well! :)
 
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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.

How about you post this 10min video some of the combat pilots could then tell you where your going wrong
 
I kinda like the AI, sometimes they try the guerillatactic, boost away attack trying tog et your blind spots annoying but mostly used by AI when outclassed i think.

Then i had those confrontalional guys, with bigger weapons less fiddeling and if you are not carefull pointing a gun at you constanly.

A mix of both sometimes using the hit&run tactics together with mines...annoying mines first time in Elite i was glad to have PD on my ship. Depending on the rank and weapns AI will use their missiles if you are further then 2km away and stuff.

So their are variations, but i think alot of those tactics is coupled to their ranks...and oh boy you realize it fast when you fight a high rank ship. Never thougt i would scream seeing a cobra suddenly shooting plasma in my face....
 
From my understanding. AI doesn't use FA on or off. They just have the ability to fly as if it on or off due to complete control of the ship.

I look forward to a challenging AI. I want to come back to the forums complaining that the AI is too hard.
Small ships MUST travel in wings.
Nothing like taking down a pack of eagle.
 
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...There is no forcing errors on their part it seems. They can just go into forever avoiding you and not engage in combat....

I know exactly what you mean, and this has been a bug-bear of mine ever since I started playing games.

I fight an npc in any game and I immediately get the feeling that it's controls are ghosted to mine. In simple terms, when I turn left it immediately turns left, when I boost and turn left it immediately turns left and boosts. What I have never seen, or at least am struggling to remember, is any npc in any game* that had, for want of a better term, a margin of error programmed into it; so I turn left and it turns right in error/incorrectly anticipated my next move.

This may or may not be the case in E : D, but I've never seen an npc 'fluff' a move.

*Half-life soldiers came close to this iirc.
 
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mxcross2002

M
you should complain about this and ask if all the AIs could line up and keep still so you can kill them quickly , if you can't fight then just trade ore something else but
dont cry about how long it takes you to kill them , its a fight not a turkey shoot .
 
Wow the OP would have had a fit with both Frontiers... Jousting meets rubberbanding elevated to the space level.
 
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