The "average players" piloting skills = ROTFL!

I'm having enough of those threads all over the forum about 2.1 AI being so hard (and that the OP will leave the game - as dozens of his friends ofcourse - if Frontier wont "fix" this!).

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Another of these "Git Gud" threads, garnished with some insults. Added the guy to the ignore list, which seems to get awfully large lately.

Is there a technical limit to the ignore list, btw?
 
Another of these "Git Gud" threads, garnished with some insults. Added the guy to the ignore list, which seems to get awfully large lately.

Is there a technical limit to the ignore list, btw?

He started off a little curt, but acknowledged that was wrong, and apologized. His goal is to make guides to help players improve. Why on earth is this a bad thing?

I've not seen anyone at all on these forums say "git gud" aside from people complaining about people saying it. I can totally understand people being upset by others being dismissive and unhelpful about their combat-problems, but if someone is genuinely trying to help others improve their skills, that's not a bad thing.
 
Another of these "Git Gud" threads, garnished with some insults. Added the guy to the ignore list, which seems to get awfully large lately.

Is there a technical limit to the ignore list, btw?

I sure hope not. It's nice of people to volunteer themselves for it, though.
 
My understanding is that it is contextual against rank and the ship you are driving. There is no point for the game to generate a single DBS against Cutter or Corvette as part of any mission; it's likely to be FDL, one of the federal ships, or Ani.

But if you go into a RES, CZ or NAV type instance then you'll see all sorts. That's kind-of the point. And yes the AI is based on "in game" events, because they are "in game".

I've read recently that combat rank has no bearing on the AI that spawns for you, however that was not from a dev. I think only the devs can answer that definitively, I'd quite like to know tbh.

Of course what spawns in danger areas, and as a result of certain other "in-game" choices should be unlinked from rank. Not in argument there.

But, I do feel that some scaling or progression in the game would benefit everyone. Not least the advanced combat crowd who would actually get the AI level they want and beyond - I can't see a reasonable reason for them to object to it.
 
While I applaud your attempts to make me a better ace star fighter pilot, I purchased Elite Dangerous for all the other things the game included that do not require pew pew. Minecraft passed 100,000,000 in sales yesterday. I don't need any get good tutorials to play that. And just in case you were wondering, I have defeated the Dragon multiple times. I am one of those holding high hopes for "No Man's Sky" which is now scheduled for release in August. Where Frontier Development was once the leader in procedural generation, they will now become a follower.
 
Unfortunately OP, you're making some assumptions that people are not trying to improve or adapt. I really held off passing judgement on the new AI, and for a while, i thought I was getting the hang of it. Yeah, died a few times, but i think those were due to the OP weapons some of the NPCs got.

I can fly FA Off, i do pip management, but i'm afraid, i'm at my max skill level after playing since launch. There is no further git gud available to me. I'm as git gid as i'm going to get. We all have our skill limits, and the AI has surpassed mine.

Will be giving the NPCs a try out tonight after the patch. Hopefully its now on average at a level where I can go 10 minutes without dying.

I'm finding this is only really 'a thing' against smaller ships with the new AI behaviour. Namely Eagles, which the game now throws a whole load at you if you're in a small to medium sized ship.

Now that the AI has some awareness of being exposed, they will attempt to stay out of your line of fire and will more intelligently use their throttle to keep in optimal distances, be it staying close when behind you to make your life harder to turn to re-acquire them or reversing to get further distance when they're in front of you which makes things like pulse lasers and multi-cannons next to useless against them especially if you're using gimballed weapons... and NPC Eagles are extremely effective at doing both now... perhaps a little too effective at it at higher rating (Dangerous, Deadly and Elite).

I've mostly been using a Viper MK 4 for combat since 2.1 hit, and some fights I will absolutely stomp the enemy regardless to their rating. But then a NPC in a faster, agile ship will get thrown at me and suddenly it's a tough fight simply because of their sheer efficiency in staying out of weapons fire and being able to boost by, do a 180 and then hug closely whilst firing their weapons that even a Viper MK 4 optimised for lower mass and fast speed/turning all pips to engines and using flight-assist off can't re-acquire them, forcing me to have to boost to get distance and get the AI to shift to another behavioural pattern.

Throw me against a high rated Asp, Assault ship, Cobra, another Viper Mk 4, Clipper and such and it's a decent level of engagement. Throw me against high rated Eagle or in some examples that come to mind even couriers, and things often turn sour.

All this aside, some weapons seem a bit 'too effective' at doing external module damage. Yesterday (or it may have been Wednesday) I was fighting a Dangerous rated Eagle that only had missiles and a fragment cannon they rarely ever used and the fight was going well enough, their hull was low, I hadn't lost my shields yet and it looked like the fight was soon over. Then the Eagle shifted to "Boost by you, hug you and make it impossible for you to re-acquire" and I lost a fair amount of my shields. By the time I got back into a reasonable position and was attacking again the Eagle fired one more missile volley which impacted my shields, took them down and a small amount of the damage made it through to my hull... and one of my medium Multi-cannons instantly melted.... which is just ridiculous.

I'm all for missiles being more effective at destroying external modules, but a volley that was mostly dispersed on the shields and only a fraction of the damage making its way to the hull should not be wiping out weapons in a single hit.

Needless to say, this then complicated the fight. A handful more missiles hit home before I could finish the eagle off, and end result was my two small pulse lasers would randomly malfunction when fired, one of my multi-cannons was out, and the second was also prone to random malfunctions... so the fight ended up being much more of a close call then it really had any right to be. The only thing that dragged the fight on and exposed me to actual risk was their missiles new found ability to melt my weapons without even trying.

At time it almost feels like where the missiles impacted isn't even tied to what systems were taking damage. The missiles could be fired at me by something above, and my medium weapons (Which on a Viper are on the under-belly) would appear to take damage and malfunction..
 
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I'm finding this is only really 'a thing' against smaller ships with the new AI behaviour. Namely Eagles, which the game now throws a whole load at you if you're in a small to medium sized ship.

Now that the AI has some awareness of being exposed, they will attempt to stay out of your line of fire and will more intelligently use their throttle to keep in optimal distances, be it staying close when behind you to make your life harder to turn to re-acquire them or reversing to get further distance when they're in front of you which makes things like pulse lasers and multi-cannons next to useless against them especially if you're using gimballed weapons... and NPC Eagles are extremely effective at doing both now... perhaps a little too effective at it at higher rating (Dangerous, Deadly and Elite).

I've mostly been using a Viper MK 4 for combat since 2.1 hit, and some fights I will absolutely stomp the enemy regardless to their rating. But then a NPC in a faster, agile ship will get thrown at me and suddenly it's a tough fight simply because of their sheer efficiency in staying out of weapons fire and being able to boost by, do a 180 and then hug closely whilst firing their weapons that even a Viper MK 4 optimised for lower mass and fast speed/turning all pips to engines and using flight-assist off can't re-acquire them, forcing me to have to boost to get distance and get the AI to shift to another behavioural pattern.

All this aside, some weapons seem a bit 'too effective' at doing external module damage. Yesterday (or it may have been Wednesday) I was fighting a Dangerous rated Eagle that only had missiles and a fragment cannon they rarely ever used and the fight was going well enough, their hull was low, I hadn't lost my shields yet and it looked like the fight was soon over. Then the Eagle shifted to "Boost by you, hug you and make it impossible for you to re-acquire" and I lost a fair amount of my shields. By the time I got back into a reasonable position and was attacking again the Eagle fired one more missile volley which impacted my shields, took them down and a small amount of the damage made it through to my hull... and one of my medium Multi-cannons instantly melted.... which is just ridiculous.

I'm all for missiles being more effective at destroying external modules, but a volley that was mostly dispersed on the shields and only a fraction of the damage making its way to the hull should not be wiping out weapons in a single hit.

Needless to say, this then complicated the fight. A handful more missiles hit home before I could finish the eagle off, and end result was my two small pulse lasers would randomly malfunction when fired, one of my multi-cannons was out, and the second was also prone to random malfunctions... so the fight ended up being much more of a close call then it really had any right to be. The only thing that dragged the fight on and exposed me to actual risk was their missiles new found ability to melt my weapons without even trying.

At time it almost feels like where the missiles impacted isn't even tied to what systems were taking damage. The missiles could be fired at me by something above, and my medium weapons (Which on a Viper are on the under-belly) would appear to take damage and malfunction..

I'd recommend tweaking your weapon setup if you find this sort of thing happening often. Multicannons and pulses shine when you have a long time on target, but are pretty weak if you only get in burst of damage every now and then. Bursts lasers or beams will deliver more damage in a small firing window than pulses will, as would swapping your multis for frags or missiles.
 
I'd recommend tweaking your weapon setup if you find this sort of thing happening often. Multicannons and pulses shine when you have a long time on target, but are pretty weak if you only get in burst of damage every now and then. Bursts lasers or beams will deliver more damage in a small firing window than pulses will, as would swapping your multis for frags or missiles.

Yeah I rolled with beams for a few days to see how it would go, wasn't all that much of an improvement mainly because the handful of problematic ships where the need arises from them able to change positioning so quickly and fly right by you when they decide they want to that I found it really didn't matter which of the two was being used, the problem was more their ability to stay out of effective range or line of fire and the damage (or secondary-damage) they are able to dish out in those points in a fight.

Missiles, again would have the same problem probably even more so.

The problem isn't damage output when I do have them in my sights, it's the rare exception NPC ships (Eagles and sometimes couriers) ability to just control distance and positioning even when I'm at max engine pips and using FA-Off that adds the complication.

Most other ship types are no problem in this regard and the fights are enjoyable, not too easy, and often fly away with some hull damage and battle scars, but importantly they are also not too frustrating and don't always escalate into 2 seconds with target in line of fire, 5 seconds of them boosting right by you and hugging or flying in reverse to keep at 2.5-3km then when you close in or start to hit boost right by you and hug again for 5 seconds, repeat for 10-15 minutes like fights against higher rated Eagles and such always seems to end up being forced on you now.

I'm at the point of wondering if such ships were intentionally set up to be so effective at boosting by you and being nigh on impossible to out-turn just to better promote the introduction of fighters later down the line, or perhaps to try and artificially inject a reason to consider turrets in smaller ships like Vipers.

(This is all based on when using smaller ships, I can't speak for how the AI behaves in such ships when you're piloting something larger and slower).
 
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I'm at the point of wondering if such ships were intentionally set up to be so effective just to better promote the introduction of fighters later down the line, or perhaps to try and artificially inject a reason to consider turrets in smaller ships like Vipers.

I think it's more just that the Viper IV's weakness is agility, and that's the Eagle's strength, so it's naturally going to be a harder fight.

I had a lot of similar issues fighting Eagles in my Viper IV (Burst lasers and Multis). Best thing I could do was FA-off/reverse/directional-thruster/full-ENG-pips turn. It wouldn't keep them in sight all of the time, but it kept me on target long enough that the fights weren't too bad. Eagles are among the most frustrating Viper IV opponents though, I think. Only topped by Assault Ships.
 
It's not the personal attack. It's the lack of a complete thought process outside their little pew-pew environment which is all they care about.

They can't grasp the concept that the game isn't just about pew-pew. There are ships that aren't good at pew-pew, and can't even turn around before they get destroyed.

I know that I introduced to the discussion better training missions/more of a practice environment/analysing strengths and weaknesses etc etc as a method of improving your flight skills rather than merely rushing out for a Better Ship/Tier 5 mod...
BUT I wouldn't want anyone to think I'm part of the "pew-pew" crowd...anymore than thousands of hours in Flight-Sims means I've spent all that time just dogfighting (rather than bombing/CAS/transport missions etc etc)
The emphasis was on IMPROVEMENT full stop...be that combat, flight/evade/avoiding interdictions/choosing the right environment to be in/keeping your SA high etc etc...
I'm currently prepping for a deep space exploration mission and have been pottering about in a slow/egg-shell prospector/explorer ASP aftrer learning to get to grips with the new AI in a combat ship over the weekend...
Like an idiot...fixated with obtaining Praesydmium for an FSD upgrade from a productive pristine metal belt...I broke all my own rules last night...and let my ship get caught deep in a gravity well and ring system in an Anarchy system...first by a single Pirate...then by a wing...which proceeded to destroy me...
BUT it was all my fault...I was in the wrong place I allowed myself to get interdicted by letting my SA slip round my ankles...and I didn't react quickly enough to a dangerous situation...hubris made me think I could strip away the Sidey & Eagle from the Vulture before I realised I couldn't and tried to run when i was already engaged...
MY fault...the AI doesn't need toning down...Trading Ships/Explorers don't need a buff/Pirates don't need Nerfing I just got caught..being stupid and reacting in the wrong (and predictably target fixated way)
I need to make sure i don't let it happen again...
It was a simple learning experience and worth every penny of the 2.5 MCr rebuy cost!
 

Achilles7

Banned
I am an average player.... I just streamed my hour lunch break game play found on my Twitch....

https://www.twitch.tv/kumicho_oyabun/profile



Got into combat and hope you guys can give some pointers. Cheers!

I couldn't watch all of it due to the low FPS but I watched your fight with the DBX..two words 'pip management' 1) your shields are down and you have full pips in sys - one is enough if you want to get your shields back during the fight - personally, I sacrifice my shields if they go down in a one on one. 2) the vulture's big advantage over other ships is manoeuvrability & pips help even more..three here 3) m/cs need a minimum of 2 pips in weps to operate effectively, altho post 2.1 I'm still getting to know the characteristics of class three m/cs & now that may have gone up to 2.5 - 3 pips..but 2 will generally be adequate against the agile ships where you don't have continuous fire on them.
 
I am an average player.... I just streamed my hour lunch break game play found on my Twitch....

https://www.twitch.tv/kumicho_oyabun/profile



Got into combat and hope you guys can give some pointers. Cheers!
Try 4 small lasers (I prefer 2 pulse, 2 burst) and 2 medium multicannons. :D
Shooting unmodded MCs at shields is a waste of bullets, while frying hulls with lasers might take a bit longer but is unlimited. Take MC as support when shields are down and you want or need to speed things up.
 
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I know that I introduced to the discussion better training missions/more of a practice environment/analysing strengths and weaknesses etc etc as a method of improving your flight skills rather than merely rushing out for a Better Ship/Tier 5 mod...
BUT I wouldn't want anyone to think I'm part of the "pew-pew" crowd...anymore than thousands of hours in Flight-Sims means I've spent all that time just dogfighting (rather than bombing/CAS/transport missions etc etc)
The emphasis was on IMPROVEMENT full stop...be that combat, flight/evade/avoiding interdictions/choosing the right environment to be in/keeping your SA high etc etc...

I get told I'm a "leet pvp'er" and "pew-pew-er" even though I'm a well into Pioneer ranked explorer, avid miner, and never even tried to kill anyone in PvP (although I did drive off one player who attacked a friend, and I've run away from three others). At this point, I am pretty sure that being called a "pew-pew-er" just means that you're someone who isn't complaining that the AI is too hard.
 
Twitch is on the fritz..... I am trying to upload it too YouTube with no avail....

But good looks on the feed back and I will make much better use of pips in the future now that I am more aware of that ;D
 
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Totally fair if you wanna stick with your mouse, but most HOTAS setups have way more buttons than your mouse, and have software that will let you configure macros. High-end joysticks were doing this well before mice got in the game. :)

Nice mouse though. I have a Razer Naga, basically the same setup. I love having a numpad for my thumb. :D

I went from the naga to the G600. Sooo many problems with the 2014 edition of the naga. Look at the reviews on amazon some time.
The G600 though has a button on the ring finger that, when held, adds another full set of rebindable keys on the thumb buttons. So it's like 2 12 key macros in one.

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Well, why shouldn't everyone want that? As long as there are certain assists and automations in place (FA, docking comp etc.) I don't see why we shouldn't have an advanced flight simulation.

Also, Elite is infinitely simpler in terms of flight controls and the actual fighting routines compared to actual advanced flight sim games. Have you played DCS for example? It took me two hours to learn how to take off in the realistic settings.

The dogfighting aspect of this game has never even remotely been 'simulation' unless you choose to operate in FA off mode.

Personally I was happy with the 1.9 AI. I jumped back in after a long hiatus for 2.1 and kept having to deal with the rapid fire bug. Other than that I've had no problems with the combat other than it takes longer to get them in view and they joust a lot more.

I'm not arguing for myself, but for the community. I don't give two steaming piles how much more you enjoy the game when it feels harder. Go play CQC if you want a more challenging experience outside of shooting AI. We are breaking apart and stagnating our own community into smaller and smaller bits with every combat overhaul. We are legitimately driving people away from this game or keeping them from sticking around. And that is a very VERY bad thing if we want this game to have any kind of a real future.

We need to make the game MORE accessible, not driving people out by making it less.
 
We need to make the game MORE accessible, not driving people out by making it less.

There's an ocean of "accessible" games out there becoming more accessible with every iteration of their franchise.
Why would you want to compete with them and their 90000 steam "achievements" rather than offering a real learning curve and feeling of accomplishment without that thick layer of delusions of grandeur?

Did those spinning elite npcs really feel that right?
The low levels are not supposed to be harder than 2.0, btw.
And I consider npcs not spawning according to a missions level and pay to be a bug and the abundance of elite "ambient" npcs is being looked into according to latest info from FD.
 
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I'm not arguing for myself, but for the community. I don't give two steaming piles how much more you enjoy the game when it feels harder. Go play CQC if you want a more challenging experience outside of shooting AI. We are breaking apart and stagnating our own community into smaller and smaller bits with every combat overhaul. We are legitimately driving people away from this game or keeping them from sticking around. And that is a very VERY bad thing if we want this game to have any kind of a real future.

We need to make the game MORE accessible, not driving people out by making it less.

I agree, but I don't think dumbing down the game is the best solution. Creating a community culture that seeks self-improvement and helps each other in pursuit of that goal is a far better way.
 
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