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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You're assuming the noobs and casual players will stick around - I don't believe they will..

Really glad you've got the AI you always wanted, but a shame it means that 50% of players won't be bothering any more.

As we all know Elite is a long term project and i want the AI combat to be viable in the future. So it might be a good change now but for the future who knows. I say this because i've done a lot of testing during the beta. And with all the internal buffs and weapon effects AI seemed pretty hopeless. At least in my opinion.
 
Lower ranks are in fact more fun to fight. You can easily beat them, but they still do a lot of nice, cinematic flying. I really doubt any newcomer would say "no" to that.
 
Pecisk and Boomer Kay -

Regardless, I'd love to hear your suggestions on what (beyond the A-rated shield and thrusters I already had) I could've done differently to allow the T-9 to escape a heavily armed Cobra.

The generic suggestions are 3 pages back.
For more detailed analysis, I'd need more details.

If it was not one of the now-removed op weapons and after interdiction? 4 pips to sys, 2 engine (the boost speed of the T9 is ridiculously low, probably the lowest in the game and even below most of the other ship's non-boosted speed - not going to run from anything), high wake out as soon as FSD cooldown is over.

A "heaviely armed" cobra has 2 medium and 2 small hardpoints. Depending on the loadout that thing does very little damage vs. "large" ships.
If it's railguns - strafe .. up, down, left right. NPCs aim is good, but certainly not infallible.
 
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The generic suggestions are 3 pages back.
For more detailed analysis, I'd need more details.

If it was not one of the now-removed op weapons and after interdiction? 4 pips to sys, 2 engine, high wake out as soon as FSD cooldown is over.

A "heaviely armed" cobra has 2 medium and 2 small hardpoints. Depending on the loadout that thing does very little damage vs. "large" ships.
If it's railguns - strafe .. up, down, left right. NPCs aim is good, but certainly not infallible.

I believe that it was OP weapons that were the root cause...time will tell. :)
 
I'd say it was the reverse. Open play allows you to team up with other CMDRs to split the difficulty (and no, open play is not immediate player caused death. I've only ever played in open and have never had a problem unless I go looking for trouble), whereas, solo only allows you and only you against odds that may well be impossible to overcome without assistance.

Solo is kinda like denying yourself any help and attempting to tackle it on your own.

The answer, of course, is to simply play in open or a private group.
sadly not the answer because we are hardcore old school ;) we love solo!
 
I will chime in my verdict as soon as I've tried the new AI.
standby......(maybe take awhile, maybe a day or two)well continue with whatever you were doing....
 
You're assuming the noobs and casual players will stick around - I don't believe they will..

Really glad you've got the AI you always wanted, but a shame it means that 50% of players won't be bothering any more.

If it'd been this way from day 1 there'd be no fuss, the only reason this is now is coz it started off way to easy then got hard - it's culture shock. Noobz coming in after this won't be affected, nor will anyone who can adjust to it. Considering they're gonna nerf it a bit now I'd say losses will be minimal.
 
Starting to get the idea this discussion is more about one half of the playerbase vs. the other, instead of players vs. the AI....
pvp is supposed to be better than pve is why :D i prefer pve. i been supporting the AI, defending solo mode and waiting for the op weapons to vanish.

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Have you tried NPC AI now, after mods removal? Any feedback?
not yet i have had to put an idea about combat ranks on the suggestions and feedback to get it out my head so i can go play. im still worried they are asking for reports on bugged npc weapons though but hopefully if i encounter them this time i will not be relying on luck cop intervention to survive. wish me luck!
 
I believe that it was OP weapons that were the root cause...time will tell. :)

Well, an avoided interdiction is a won interdiction in any case.
Don't jump-in and beeline to your destination and don't hesitate jumping out again, if it doesn't feel safe and some NPCs announce their plans to interdict you, unless you're willing to risk that loss.
 
Well, an avoided interdiction is a won interdiction in any case.
Don't jump-in and beeline to your destination and don't hesitate jumping out again, if it doesn't feel safe and some NPCs announce their plans to interdict you, unless you're willing to risk that loss.

Oh, are you advocating TACTICS?? You mean, people might have to THINK itstead of charging in and winning everything automatically??? Heresy! :)
 
Oh, are you advocating TACTICS?? You mean, people might have to THINK itstead of charging in and winning everything automatically??? Heresy! :)
People called me a FOOL when I stayed powerplay pledged at no gain with my skimpy little T7 just for the cheap thrill of murder hobo railgun powerplay Sirius guys trying to catch me.
They have no idea about the sheer batguano crazyness of my cunning plans! :D

tumblr_inline_nq7lml1kDd1rnnjtk_500.gif
 
If people want tougher combat, there are plenty of ways to make it tougher for themselves. FD should never have made a change like this in the first place. It affects the game play of too many people, especially in res sites. Personally, I was able to deal with it by waiting for the security forces to engage all criminals before I joined in and then collected the bounty. That's one way to not allow that change to ruin my game, but if they intend on making the ai tougher, they should do it in other parts of the game: missions, SSS' s, USS' s, distress calls, or combat zones.
 
Well, an avoided interdiction is a won interdiction in any case.
Don't jump-in and beeline to your destination and don't hesitate jumping out again, if it doesn't feel safe and some NPCs announce their plans to interdict you, unless you're willing to risk that loss.


Thanks for that...I suppose I should be setting up an alternate jump upon arrival just in case.
 
https://www.youtube.com/watch?v=zLsM-R2Q1xE

Check out this AI and his/her Plasma weapons...

I recorded this today, this was my very first trip out after losing two Pythons immediately after the 1.6 upgrade. I only play in Solo mode I do not play Open. This NPC or AI ship (I presume that's what it is) was extremly mild compared to the guys that took my two Pythons after the initial upgrade, these went within seconds of interdiction, so I don't know if these NPC's would have been as persistant is this one was, I was dead before I could find out. I know that I could have taken this one out if I had held my ground but that was not the purpose of this exercise or video, I have 3 x A0 Shield Boosters and a Point defence, My Python is pretty much A rated and I have a class 4 reinforced hull, all turreted laser weapons (I know that fixed, gimballed or cannons would be better, but I'm a terrible shot and not a combat person) Turrets are easier. The Security Forces that arrive are next to useless. I'm now parked in a station and will not be coming out to play until FD fix the bugs. I know I should have the Military Hull or Higher but after reading something about these on this forum, I decided not to, it was something about heat damage or other protection being reduced in the 1.6 upgrade, I think, so I downgraded from Military to a Reinforced Alluminium Hull.

If I have used some of the terminology incorrectly, I apologise I am not an expert on Elite Dangerous, I am a 67 years young retired IT Consultant who just enjoys gaming and space related games in general like the original Elite on the BBC Model 'B', Xwing, Tie Fighter, Mass Effect, Freespace and MS Flight Simulator X (I know the last one is not a space sim, but it is still a good game, and no combat) and there are many more. I think Elite Dangerous is an Exceptional Game and these bugs (if that's what they are) should not be allowed to spoil such a great game. Hopefully FD will fix these problems soon, and I can get back to what I have been playing for the last 6 months, and get my Federal Corvette, and any new ships that FD may introduce, and later I will spend a lot of time exploring this vast Universe that FD have created for us. Above all, this should be a fun game to play and not governed by the fear of losing the ship you have spent so much time, effort and credits to get. For those of us who do not want to spend hours in combat, please let us choose non or easy combatative gameplay, the previous version was just about right for me personally. It may be boring for them, but I like it that way and I'm not bored. Give every player a slider so they can choose Easy, Hard or Insane then they can have what they want and we can have what we want, and everyone's happy..

Howardtay, having looked at that video that is not a case of an overpowered AI.

I note first of all that in your Python you are trying to out turn an Asp. The Asp is more manoeuvrable than yourself so this is not a good tactic to use.
You are also not using pip management of Systems, Weapons and Engines. This is vital as it improves your speed and also your shield strength or the duration your weapons can fire on a target.
Thirdly there are a number of green triangles on screen. These are the cops. If not comfortable fighting then run to the cops and let them do the fighting.

The Python is very good at laying a lot of firepower down while being pretty well shielded, it isn't good a turning. Hence best to try to develop flying that benefits its strengths, don't fight to your weaknesses.
Against smaller ships in particular I would suggest not to ever engage in turning duels, instead I would suggest hitting a target hard, then boosting away, turning, hitting the target hard again, boost and so on.
If you manage to learn at the same time how to change your pips, so put more into weapons when attacking and then putting it back into shields and engines when boosting you will find you handle combat better.

I would even suggest flying just outside a station and practise set moves against imaginary ships without even firing. That way when big nasties come along you will have a memory of things to do.

With time and experimentation you can pick up more advanced combat techniques.

One thing I do is read on the internet how ww2 pilots developed fighting techniques to combat different types of enemy. That can give you pointers of how to improve your flying.
As an example. The Spitfire was the best damn fighter of world war 2 nothing could out turn it in combat, at least that's what British/Commonwealth pilots thought, until they came up against the Japanese Zero. The British/Commonwealth Pilots were used to being able to out turn and out dogfight the best German and Italian fighters so assumed the zero would be no problem. They were wrong in a big way. In Darwin Australia something like 28 Spitfires were shot down for only 2-3 Zero's.
Something had to change, so Spitfire pilots learned not to dogfight with zero's to do so was suicide. Instead they basically attacked from above in a diving straffing attack, then ran for their lives. Reason being Spitfire had better altitude performance and Speed.
 
If people want tougher combat, there are plenty of ways to make it tougher for themselves. FD should never have made a change like this in the first place. It affects the game play of too many people, especially in res sites. Personally, I was able to deal with it by waiting for the security forces to engage all criminals before I joined in and then collected the bounty. That's one way to not allow that change to ruin my game, but if they intend on making the ai tougher, they should do it in other parts of the game: missions, SSS' s, USS' s, distress calls, or combat zones.
not seen any SSS only USS with threat numbers i dont know about. is 0 hard? bad? good? empty? 1? is 2 harder or easier? 4?
 
not seen any SSS only USS with threat numbers i dont know about. is 0 hard? bad? good? empty? 1? is 2 harder or easier? 4?

It's current threat level, so 0 is 0 threat...for now. It also *may* be a trap, ships waiting for you to drop in before they jump you so be on guard. Of course, it may also be entirely safe :D

4 is harder than 2, 2 is harder than 1.
 
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You're assuming the noobs and casual players will stick around - I don't believe they will..

Really glad you've got the AI you always wanted, but a shame it means that 50% of players won't be bothering any more.

Really? We're going to see a 50% player retention rate from this point forward?

This is AMAZING!

Holy crap this is FANTASTIC!

Because ED to date has been losing 90% of it's player base due to boredom and lack of content, so if what you say is true that means we'll see a Five-Fold increase in the number of new players who become long-term residents.

Sweet mother of god this is the best patch ever!
 
Really? We're going to see a 50% player retention rate from this point forward?

This is AMAZING!

Holy crap this is FANTASTIC!

Because ED to date has been losing 90% of it's player base due to boredom and lack of content, so if what you say is true that means we'll see a Five-Fold increase in the number of new players who become long-term residents.

Sweet mother of god this is the best patch ever!

90% of the player base left due to boredom. Of the remaining 10%, half will leave due to 2.1. Before you know it, we'll be the only ones playing it. Smudge - you and I will rule this forum! :D

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Oh, are you advocating TACTICS?? You mean, people might have to THINK itstead of charging in and winning everything automatically??? Heresy! :)

Tactics suck. I want to be able to Rambo every NPC. Rat-tat-tat-tat-tat-KA-BOOM! Rinse and repeat.

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Pecisk and Boomer Kay -

The issue in my case, I'm almost certain, was the nature of my cargo run: almost 500 Imp. Slaves on board. Regardless, I'd love to hear your suggestions on what (beyond the A-rated shield and thrusters I already had) I could've done differently to allow the T-9 to escape a heavily armed Cobra.

I didn't read your first post - sorry! Just came across this one.... Did you try high waking it outta there? Key is to submit to allow the FSD to come online quickly, and then high wake. Hopefully that'd give you enough time. You could also try a Missile and Torpedo loadout as per 777Driver, but that requires you stay and fight. T9 is harder to trade in than an Anaconda, Corvette or Cutter - that's for sure due to its lesser offensive and defensive capabilities.
 
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