Battles are too easy.

I'm at the combat rank of competent right now.

When SJA gets up to speed, you will be at the Combat Rank of Clean Save. :)

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It's dat goddamn ship! It's either over-powered or ridiculously cheap - really wish FD didn't lowered the prices when they released it...

I got mine at 20% off, maxed it, and SJA's critters kicked my empennage. Blown canopy, 14% hull.

No single ship can hope to stand up to a force of four or five to one, in equivalents. There are Death Squad Sidewinders and Eagles out there that scare PC Pythons or better.
 
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:)
Well I'm still crap at assassinations and generally get my backside kicked. Is there a clumsy oaf's guide to assassinations anywhere?!

If there were such a guide, it would probably start like this:point and then shoot :)

Kidding aside, I think there's some good combat video's on youtube worth a study to get a trick or two under your belt.
 
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If I was to list all the changes I'm making to AI combat it would be a long list. It'll need a lot of balancing. Right now on my build an Elite Anaconda is unbeatable... and that makes me grin like a Cheshire cat. ;)

...How about you plop that into an instance for us all to play with? :D
Think it would actually be a lot of fun* :)

Would be awesome if it was setup as a Wing tutorial with players able to spec different boats...

I'll stop before I get carried away.

*Yes, I can actually find nice things to say about the A.I sometimes.
 
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The classic moment, as predicted by others, is when the NPC's start using James Bond style post-mortem remarks stating that the humans are too easy.

It's taken only six months of *one* coder's work to make NPC's much more effective. By the end of the year, there won't be any human braggarts left to whine.
 
I agree with the OP thou. It is too easy to fight single ships, even Elite Anacondas. It gets repetative even, especially playing a Python or Anaconda myself. At SSS with 3*Anaconda I only win ~50% and withdraw the other 50%. Swarms of Vultures I run away from every time.

What I'm afraid of is that if we beef up the AI so that single ships get tougher, how impossible will that make the NPC-wings? Will I allways get my Anaconda but kicked by 3 Eagles/Vipers/Vultures? You get my point.
 
If I was to list all the changes I'm making to AI combat it would be a long list. It'll need a lot of balancing. Right now on my build an Elite Anaconda is unbeatable... and that makes me grin like a Cheshire cat. ;)

Hi Sarah,

I was wondering, with all the AI programming and testing you must do on a daily basis, does it make you a better pilot? I assume, you play and code and play and re-code, correct?

What is your controller of choice, if you don't mind me asking?

thanks for all of the hard work!

Drex
 
Climb outta your Vulture then, OP. It's the most one dimensional ship in the game; combat is what it does and it does it boringly (and incredibly, incredibly well).

If combat's your thing, try the Diamondback Scout. Most fun in a fight I've had. And I've had a lotta fun in fights.
 
There is currently an AI bug where they don't leave any pips in WEP which can leave them unable to shoot but Sarah knows about it. She is also working on the AI to toughen up the higher ranks and teach them new tricks. Soon you will be begging for easier AI ;)

I need to hurry up and do a bunch of assassination missions before SJ fixes that bug. Easy money! Woo Hoo!
 
If I was to list all the changes I'm making to AI combat it would be a long list. It'll need a lot of balancing. Right now on my build an Elite Anaconda is unbeatable... and that makes me grin like a Cheshire cat. ;)

Every enemy should have a weakness, however small and risky it is to attempt to exploit it. Look at rugby, France are a pretty average side ;) but for some reason their record against the All Blacks, world number one, is better than one might expect. They seem to have a key for their defence. While I totally think that each level of combat rank should be a step up is skill, i also think a random door should be left ajar, so if spotted can be exploited.
 

StefanOS

Volunteer Moderator
If I was to list all the changes I'm making to AI combat it would be a long list. It'll need a lot of balancing. Right now on my build an Elite Anaconda is unbeatable... and that makes me grin like a Cheshire cat. ;)

Hello Sarah Jane, I think the OP did just offer himself as test person for your ELITE ANACONDA. ;-)))

P.S. to the OP, show us a video of you alone fighting f.e the gold trap, or an SSS with a NPC wing with f.e 3 voltures, I would be really impressed to see how you tear them apart
 
Hello Sarah Jane, I think the OP did just offer himself as test person for your ELITE ANACONDA. ;-)))

P.S. to the OP, show us a video of you alone fighting f.e the gold trap, or an SSS with a NPC wing with f.e 3 voltures, I would be really impressed to see how you tear them apart


Yeah, I got a gold trap with 6 Vultures once. Combat Python. Got ONE of them before having to jump out.
 
That's why I fly a clipper. If a battle goes south: boost away :) (I have no shame running away^^).
The only ships able to follow (catch) me are cobras, but they are not that bad to fight with (c2 weapons do reduced dmg to large ships as far as I know, and my hull is thick :D )
 
OK, I wish for some balance where scrubby noob players like me can take an assassination mission and not get pitted against Python and Anacondas.

Spawning Anacondas everywhere to increase difficulty is not the way to increase challenge - it's rather frustrating. I see some progress with enemies teaming up - mixing the spawn budget and going against multiple enemies is dangerous enough - sometimes it's even more dangerous than having to fight a big slab of meat.
 
My suggestion in one of the Dangerous Suggestions thread was for shields to have zones (front, port, starboard, ventral, dorsal, aft) which would make it a bit more of a tactical engagement along with having different types of shield (general purpose, kinetic and energy) and allowing for modules to be reinforced with armour :)
 
Battles are NOT too easy since 1.3, with the shields now they are too hard, and I took my Dropship A6 shields into battle and took out one Cobra before I had to boost out. I went against an Asp and its shields didnt drop even with my large gimballed laser. When I boosted out I suddenly had 4 enemies on my tail and they stripped my shields to nothing in seconds. FSD too forever to activate as one of those was an anaconda, and I couldnt outrun it even double-boosting. Made it out with a hefty repair bill. In 1.2 the action was too easy, now its too hard.
 
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Assassination missions where almost impossible to beat for me when I started playing a few weeks back, especially when Anacondas or Pythons where involved. Now I'm in a fairly well upgraded Vulture and the game pretty much turned into a cakewalk. Anacondas or Pythons sometimes don't even take shots at me and I'm pretty much free to just blow up their reactor (I usually target that subsystem against these two shiptypes). I wonder if that's a bug or if taking shots at the reactor incapacitates them to a such a degree that they can't fire back. The only challenge I can still find is in conflict zones where the enemies are suprisingly well equiped and act much more competently.

My advice would be : park your Vulture, buy an Eagle, outfit it as best you can with some long range laser weapons, put a chaff launcher on it, and go kill Anacondas. It's doable, and you really feel you've earned the mission reward and the bounty claims (you'll lose a bit in bounty claims because you can't equip a KWS if you equip a chaff launcher)

Alternatively, to decrease the difficulty a bit, you can buy a Cobra, Viper, DB Scout, or DB Explorer (Cobra being the harder one because of the weak shields, DB Explorer the easier one)
 
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