Discuss the AI here!

What do you think of the new AI?

  • Too hard

    Votes: 954 46.7%
  • Just right

    Votes: 838 41.0%
  • Too easy

    Votes: 117 5.7%
  • Other (give reason)

    Votes: 134 6.6%

  • Total voters
    2,043
  • Poll closed .
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I have to say i do not mind the harder AI, but, as I am pledged to ALD I am being jumped by NPCs who are also empire, ALD, etc and after defending myself i get a message in the comms window saying i am a traitor. I am not the wanted flyer, so what gives?
 

Shield is not that great - ASP is a big ship, 5B shield is barely 200mj without boosters.
Docking computer?
Small Multicannons but medium beams?
Asp Explorer
U: 0I Chaff Launcher
U: 0I/T Point Defence
U: 0A Shield Booster
U: 0A Shield Booster
S: 1G/G Pulse Laser
S: 1G/G Pulse Laser
S: 1G/G Burst Laser
S: 1G/G Burst Laser
M: 2F/G Multi-cannon
M: 2F/G Multi-cannon


BH: 1I Reinforced Alloy
RB: 5A Power Plant
TM: 5A Thrusters
FH: 5A Frame Shift Drive
EC: 4D Life Support
PC: 4A Power Distributor
SS: 5D Sensors
FS: 5C Fuel Tank (Capacity: 32)


6: 6E Cargo Rack (Capacity: 64)
5: 5A Shield Generator
3: 3B Fuel Scoop
3: 3E Cargo Rack (Capacity: 8)
3: 3E Cargo Rack (Capacity: 8)
2: 1A Collector Limpet Controller
2: 1C Advanced Discovery Scanner
---
Shield: 290,85 MJ
Power : 16,09 MW retracted (79 %)
19,43 MW deployed (95 %)
20,40 MW available
Cargo : 80 T
Fuel : 32 T
Mass : 421,8 T empty
533,8 T full
Range : 27,14 LY unladen
23,07 LY laden
Price : 32.762.320 CR
Re-Buy: 1.638.116 CR @ 95% insurance
 
I have to say i do not mind the harder AI, but, as I am pledged to ALD I am being jumped by NPCs who are also empire, ALD, etc and after defending myself i get a message in the comms window saying i am a traitor. I am not the wanted flyer, so what gives?
unless there is a civil war about to happen not announced on galnet i would say (in conjunction with a lot of other complaints) that powerplay effects are a bit not working.

- - - - - Additional Content Posted / Auto Merge - - - - -

Shield is not that great - ASP is a big ship, 5B shield is barely 200mj without boosters.
Docking computer?
Small Multicannons but medium beams?
Asp Explorer
U: 0I Chaff Launcher
U: 0I/T Point Defence
U: 0A Shield Booster
U: 0A Shield Booster
S: 1G/G Pulse Laser
S: 1G/G Pulse Laser
S: 1G/G Burst Laser
S: 1G/G Burst Laser
M: 2F/G Multi-cannon
M: 2F/G Multi-cannon


BH: 1I Reinforced Alloy
RB: 5A Power Plant
TM: 5A Thrusters
FH: 5A Frame Shift Drive
EC: 4D Life Support
PC: 4A Power Distributor
SS: 5D Sensors
FS: 5C Fuel Tank (Capacity: 32)


6: 6E Cargo Rack (Capacity: 64)
5: 5A Shield Generator
3: 3B Fuel Scoop
3: 3E Cargo Rack (Capacity: 8)
3: 3E Cargo Rack (Capacity: 8)
2: 1A Collector Limpet Controller
2: 1C Advanced Discovery Scanner
---
Shield: 290,85 MJ
Power : 16,09 MW retracted (79 %)
19,43 MW deployed (95 %)
20,40 MW available
Cargo : 80 T
Fuel : 32 T
Mass : 421,8 T empty
533,8 T full
Range : 27,14 LY unladen
23,07 LY laden
Price : 32.762.320 CR
Re-Buy: 1.638.116 CR @ 95% insurance
beams to do the shields and multis to do the powerplant. basically. docking computer because i cant be bothered with the hassle of docking manually especially when im tired and especially when coming back from deep space exploring. i only dock manually if its been damaged and i cant afford to repair it with repair module. i never do anything else while its docking though but its less stressful being able to watch and take over then dock myself and it hasnt gone wrong so far.

as i say its for doing a bit of everything not pure combat or trade or insane exploration. i wanted a chance to live to return the data lol.
 
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this is my ship

http://coriolis.io/outfit/asp/25A5A5A4E4A5D5C0s0s2424--0j---054b2i0m2t242f.Iw18WQ==.MwBj48EZLYCYRA==

i have had sessions where the interdiction rate was normal (the first one) then it seemed more frequent, then normal but i met an instakill viper 3 and barely survived with 30k repairs. i saved and quit at the station. very next session i made a jump then had 3 expert level npcs (and one mostly harmless who may have been a late arriving wingman for one of them) in one system in 5 or 6 minutes. and i had a another session normal and another seemed higher rate.

breaking them down, i had in the first session tried doing some deliver data and deliver cargo missions to see what the AI was like and i got one harmless guy in an eagle who died when i looked at it. the master npc with the bugged weapon was after the soontil relics i had for an engineer and i was on the way to maia to get meta alloys for another engineer. the experts all spawned in same system while i was flying around empty from point to point detail scanning. there may have been a 4th interdiction but there was no radar blip and it was an instaescape one. no cargo or missions. nor for the last sessions before i found i didnt want to play and if i clicked play i couldnt bring myself to launch my ship. so i decided to hold off on playing.

i dont know if tthats enough for you but it seemed to me i had more interdictions in at least one session than normal, and that they all had the same level pilot expert, and im competent. they had different ships. vipers eagles and a vulture i fled after i crashed into him and his shields lived and mine didnt.

Here's a perfect example of what I'm talking about. Get rid of the AFMU, scanners and the docking computer, put a 6d shield on there to reduce the weight, all B class modules weigh twice as much as either an A or C class module, move the shield to the 6 and put a 5D fuel scoop in the 5 and the rest should be cargo racks. You had no shield boosters on there, which is just silly. You had military bulkheads, which is also silly. If an Asp loses it's shields you're done, the hull is paper and bulkheads won't save you, they're wasted jump range.

http://coriolis.io/outfit/asp/05D5A...606064i3a0202020101.Iw18WQ==.MwBj48EZNYCYRA==

25% increase in jump range, 50% reduction in cargo space, and 100% increase in survivability.

You're trying to do too many things at once. If you're going to haul cargo, haul cargo. Don't haul cargo, explore, bounty hunt and stop for repairs on the way home. The best part is that you not only live longer with what I linked, but the insurance rebuy is almost half as much.

You guys have your priorities all screwed up, that's why you're dying so much.
 
Where's that brick wall again?

How many times do I have to post this?

Yes that's exactly what happened. yes I tried to run, yes I tried to jump out.

I submitted YES I DID. I run decent shields, I have good thrusters, yes they killed me. They shouldn't have,I should have been able to escape but they killed me,and this happens every time I leave the station, is that clear. I have had it here with people not even bothering to read my posts and then saying you should have done this and that and the other when that's exactly what I did. Seriously if the game itself isn't driving me away strongly enough the behaviour of the people on this thread has just about done it. I am not sure I even want to play the same game as some of you lot!

Dinner time now, probably won't be back in this thread, repeating myself over and over again and getting told, in a few more words sure "git gud" it's all your fault, riiiight!

It's the all new ED. The only game where a lifeboat can sink a battleship by circling it while shooting it with a water pistol (at least thats how it feels as a viper kills a conda - its became a joke!).
 
I do not claim to be the best pilot, but I have just had an A rated Vulture destroyed by an NPC FAS who used the simple method of ramming me until my shields were down and my hull was at 30% (he by this point had no shields and 18% hull), and then proceeded to fly a tight circle around me and use his weapons to finish me off.

I know before 2.1 the federal class ships would attempt to ram on approach, but it was easy to avoid with the loadout I mentioned above. I am afraid that ED will lose a lot of players unless this and the other bugs are fixed quickly. I will stay the course and see how it goes, perhaps even clearing my save and starting again in a month or so to see if the Ai are easier when I am a lowly harmless pilot, as opposed to my current ranking of Master (2% from Dangerous).

So far I have only been killed the once in the encounter listed above, but I got disheartened with my first session in 2.1 when I nearly had my shields wiped out by a sidewinder and on two separate occasions by single eagles, I understand the AI had to get better than it was in 2.0, but I found my shields held up better against an FDL than the sidewinder and the two eagles mentioned.

Also before anyone slags me off as a bad pilot, I am disabled as I suspect a fair few of the people playing ED are and I bought this on the strength of how much I enjoyed the original game. As I said above if nothing is done to balance the game a lot of people will not only stop playing, but they will also not recommend the game to friends.

For those people complaining that the AI is just right or too easy may I suggest FD implement another mode Dead is Dead, whereby when your ship is destroyed your save is automatically cleared and you have to start from scratch?
 
beams to do the shields and multis to do the powerplant. basically.

There's no penalty on shields, so you can equip 4x small lasers.
There's a penalty on anything larger than another ASP against weapons smaller than large (which was one of the reasons I got a DBX as my first multirole .. packs much more punch than the 6 tiny gun asp).
There's less penalty on medium Multiguns than on small. 4 small lasers 2 medium MGs > 4 small MGs 2 medium lasers (actally tried a few loadouts - Railguns on an asp are devastating with their convergence, but then again I'm too lazy to manually aim and get good at that ^^).

And if you don't want to fight at all, ditch the guns and get mines.
 
and they were not newbies who hadnt played before. you need to remember they will know tricks and tactics that a brand new player cant even learn in the tutorials. i played those and they didnt prepare me for the actual fights. fortunately i have played other flight combat games before and a lot of what worked in those works here better since you dont need to worry about the ground - well not often :D

For new players the AI is dumb as dirt, so it's not an issue. If you're not wiping your save and jumping back into a sidey with dangerous or Elite combat rank, you're obviously going to have issues. Though if you are an Elite ranked pilot in a Sidey, I suspect issues are exactly what you're looking for.


why are the slow ships in the game for players if they arent fit for use? im curious? you saying the devs try to trick us to lose credits buying them? i dont understand what you think they are there for if not to be used?


No, because some people are good enough that they don't get caught in slow ships, and they like a challenge.

It's the all new ED. The only game where a lifeboat can sink a battleship by circling it while shooting it with a water pistol (at least thats how it feels as a viper kills a conda - its became a joke!).

This is not new, this is old, people just had it easy for a while as the kinks were being fixed and FDev is notoriously bad about fixing balance, and forgot how the game used to be. If you're flying a crap-fit Anaconda and you stick around to fight a specialized Viper to the death, you should die. Plain and simple.

Learn to fit your ship or fly something else.
 
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Here's a perfect example of what I'm talking about. Get rid of the AFMU, scanners and the docking computer, put a 6d shield on there to reduce the weight, all B class modules weigh twice as much as either an A or C class module, move the shield to the 6 and put a 5D fuel scoop in the 5 and the rest should be cargo racks. You had no shield boosters on there, which is just silly. You had military bulkheads, which is also silly. If an Asp loses it's shields you're done, the hull is paper and bulkheads won't save you, they're wasted jump range.

http://coriolis.io/outfit/asp/05D5A...606064i3a0202020101.Iw18WQ==.MwBj48EZNYCYRA==

25% increase in jump range, 50% reduction in cargo space, and 100% increase in survivability.

You're trying to do too many things at once. If you're going to haul cargo, haul cargo. Don't haul cargo, explore, bounty hunt and stop for repairs on the way home. The best part is that you not only live longer with what I linked, but the insurance rebuy is almost half as much.

You guys have your priorities all screwed up, that's why you're dying so much.
what is that build aimed at? and btw without the military bulkheads i would have had 1.5 mill less credits than now since i would have been dead under 30 seconds against the master viper. and the cops arrived at 30 seconds mark.

btw this post you made proved now they shouldnt bother with configurability they should get rid of players ability to select which modules they want and just make a trader, explorer and combat version of each ship kind. probably the ships would be cheaper too. from what you and others say, there is only one config for each type, combat and anything else is suicide.
 
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You're trying to do too many things at once. If you're going to haul cargo, haul cargo. Don't haul cargo, explore, bounty hunt and stop for repairs on the way home. The best part is that you not only live longer with what I linked, but the insurance rebuy is almost half as much.

You guys have your priorities all screwed up, that's why you're dying so much.
I've been suspecting this is the case for quite some time, but not really dared ask as people seem to get quite defensive about their kookier loadouts.

ps. i'm all for a bit of extra bulkhead in my asp tbh, gotta keep those shields up but it's nice to have a bit more leeway in the running away bit of the fight for me anyhow
 
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what is that build aimed at? and btw without the military bulkheads i would have had 1.5 mill less credits than now since i would have been dead under 30 seconds against the master viper. and the cops arrived at 30 seconds mark.

Hauling cargo, what Varonica is complaining is impossible and the issue which you posted that other fitting as a solution to. Which it wasn't, it was a death trap.
 
Hauling cargo, what Varonica is complaining is impossible and the issue which you posted that other fitting as a solution to. Which it wasn't, it was a death trap.
heres why it wont work. without the ability to scan unexplored systems i cant make back repair costs. i estimate when trading with that unless i win every fight after having scanned them (not a given even before 2.1) i will be wasting profits on repairs. my money will ebb away. right now the scans are keeping me afloat. i will have to sell the FAS i wanted and halfway built to try that but thats what my gut says; that shield wont hold up either and i will not have have the armor as you say and will have lots more cost if i win. especially more if i dont win and lose the ship. i have 6 mill credits. not enough to rebuy more than twice. this is why i dont want to play. and i never posted it as a solution. i was making the case for someone who can trade and do missions in dangerous places (with half the cargo half the missions are gone too). you are arguing for specific builds. Im arguing for customised builds.

if Frontier agree with you then there is no need for any buying of modules. just pick the optimum config for each type for each role it can handle.

im guessing that anacondas and pythons will lose any combat option and just have trader and explorer versions. fighters will lose any ability to carry cargo including sidewinders. multipurpose ships will have 3 configs for trade/explore/fight. and capital ships will be maybe removed maybe not. but no cargo capacity for them. just massive firepower.

thats nice and easy. of course it then ties engineers to the ship not the mod so you lose the modded module when you lose the ship in combat.

just to be clear i was not posting my build to varonica at all.
 
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Would be nice if they could drop a patch that removes the enhancements from NPC's. Then we can assess how good this AI really is with a level playing field. I personally think the AI is fine, it's when people run into these instant kill machines that the problems start.

If they did this I think everyone might calm down. Then they could slowly introduce enhancements to a small percentage of high ranked NPC's so running into them would feel more special.
 
advice is go to gank land open where the pker players will grief you and wing up with someone you may or may not be able to trust. im solo. i played solo to AVOID being ganked as they call it for no reason. i see no reason now the npcs can do it to go to open where i have twice the choice of who to have my enjoyment ruined by for no reason and with no recourse. solo - npc griefers. open - npc griefers + player griefers.

some people claim the autopcs and machinerails are mods not bugs. result. im not playing until thats clarified, and fixed if a bug, and npc mods and level generation and interdiction frequency are looked at. note how i did not mention AI in that list.

Ah, "gank land".

Full of people you may or may not be able to trust? Well...


In "gank land" (ahem), I know players who I can trust. I've spent time and effort getting to know them.


If I were to play in Solo, I know exactly the number of players I can trust... zero.


I choose the one with trustworthy players. You're welcome to choose the one that guarantees no trustworthy players... but don't try to dress that up as a positive!
 
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If I were to play in Solo, I know exactly the number of players I can trust... zero.

Ha! The number of trustworthy players is the same regardless where I play.
1 to get me in trouble, 1 to get me out of trouble. Me, Myself and I. (that adds up to 5 I think).

And flying around slowly, scanning planets for a few hundred bucks a pop while asking to get interdicted is not "profitable". All 5 of us agree. <.<
 
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I have added 'other' because its bugged. Before 2.1 I would check my opponent 'mostly harmless' in an eagle and deploy hardpoints, 'elite' in a vulture get back into SC. But now I have no idea what happens My 'A' class python just got ripped to shreds by a 'master' gunboat with pulse lasers. he seemed to have something which knocked out my power distributor as soon as my shields went offline despite me having armour. I could not run or fight back as soon as shields were gone. I have also noticed other oddities like continuous chaff streams, this makes it impossible to KWS a pirate with a 'clean' record and so fight back without getting a bounty, which now stays with you when you are killed by the inevitable bounty hunter in another incredibly modded ship!
 
heres why it wont work. without the ability to scan unexplored systems i cant make back repair costs. i estimate when trading with that unless i win every fight after having scanned them (not a given even before 2.1) i will be wasting profits on repairs. my money will ebb away. right now the scans are keeping me afloat. i will have to sell the FAS i wanted and halfway built to try that but thats what my gut says; that shield wont hold up either and i will not have have the armor as you say and will have lots more cost if i win. especially more if i dont win and lose the ship. i have 6 mill credits. not enough to rebuy more than twice. this is why i dont want to play.
One thing at a time fella!

I think this a real danger of Elite - there's just too much to do and it's hard not to be pulled in twenty directions at once. It can be quite paralysing.

If you're going and scanning and honking and flying around for ages you're leaving yourself maximally vulnerable to attack especially when you have to keep slowing down to finish scans - don't try and do that and trade anything valuable at the same time. Scout the route with some low end commodity perhaps but then when you've found a safe handful of jumps give that route a quick hammering without the discovery kit on board and loaded out to run not fight. I love my exploring but the moment I'm hauling anything important or in danger it goes right out the window and even blatantly terraformables and stars don't get scanned if things look at all hairy - learning to arrive screaming into the safe dropout blue zone with the SLOW DOWN alarms blaring is your friend!
 
heres why it wont work. without the ability to scan unexplored systems i cant make back repair costs. i estimate when trading with that unless i win every fight after having scanned them (not a given even before 2.1) i will be wasting profits on repairs. my money will ebb away. right now the scans are keeping me afloat. i will have to sell the FAS i wanted and halfway built to try that but thats what my gut says; that shield wont hold up either and i will not have have the armor as you say and will have lots more cost if i win. especially more if i dont win and lose the ship. i have 6 mill credits. not enough to rebuy more than twice. this is why i dont want to play.

What repair costs? You don't have repair costs in what I linked, you don't get shot and if you do you have 50% better shields even without a full set of A ranked boosters which I cut out just to make the ship cheap. Your refuel time is cut in half, your jump range is so long it cuts the number of jumps by 33%, you make runs faster, you do it cheaper, and when you do get in a dogfight the ship weighs 20% less so your maneuverability is much, much better.

You don't get caught, you don't get shot, and you can run. You're a hauler, not a fighter and not an explorer. Make up your mind. If Exploration is paying the bills go exploring. If bounty hunting is paying the bills go bounty hunting. Doing all three at once gets you killed.

You're so broke that you have to worry about repair costs, which are pathetically insignificant, because you're doing all of this at once in a ship that is only good at one of them, which is the least profitable activity out of everything you do: Exploration.
 
I'll add my voice that mods are just way too powerful. If only the npc has them the player is hosed. If the player has them, it's an i-win button.

They should be an edge, not a pwn-u massive unreasonable upgrade. 20 percent tops on +dps/shields etc.
 
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