Fix broken PvE AI to make it an enjoyable challenge, and not CHEAP

So pretty targeting modules are usless to the players, but the NPCs can crap up the players modules all they want... which has discouraged quite a lot of newer players I used to play with who have disappeared from the game.
BTW, why so snooty and elitist? "Eye kin play better n' u..." Woo big life accomplishment (applause)

No, targeting modules is not useless. People explicitly explained that to you, but you seem very resistant to learning. That is not everyone being snooty and elitist, that is just you jumping from falsehood to falsehood for some reason.

Oh well, best of luck with it.
 
Why does the AI have unlimited access to the Cobra mk IV? Something that is not available to anyone except the fortunate(?) few who even knew about this game in that limited time frame? Even some earlier buyers couldn't get it because it was so exclusive.

Because the AI pre-ordered Horizons very early on. I mean, just look at how long the AI has been playing this game. Since gamma, at least.
 
So pretty targeting modules are usless to the players, but the NPCs can crap up the players modules all they want... which has discouraged quite a lot of newer players I used to play with who have disappeared from the game.
The NPCs - possibly with the exception of the ATR police - don't subtarget, so if they hit a module it was an accident. This seriously restricts the amount of consequential module damage they can cause - and a small MRP will handle most of the rest. The exception is if they hit you with missiles, which will cause serious module damage without them needing to target.

The majority of modules that the NPCs can hit won't be that much of an inconvenience to a properly configured player ship either - plus player combat ships can have far more shields than the equivalent NPC, so are less likely to take module damage in the first place. NPCs don't fit many shield boosters, and tend to use smaller-than-average SCBs, which means they are open to module damage quite a lot.

The main advantages NPCs have over players are to do with the core modules.

1) Power Plant: NPCs don't get short-term malfunctions above 0%. Not an advantage as such, but they also tend to use lower-grade modules than players, which means that they often have a bit more flexibility on power output. Still, with proper module prioritisation, players should also be able to keep fighting (or running) through malfunctions.
2) Thrusters: NPCs are capable of individual thruster control, so a thruster malfunction above 0% doesn't really harm them. However, FA-off players are also mostly immune - it's not an NPC bonus.
3) Power Distributor / Sensors / Life Support: these are pretty meaningless to attack on either player or NPC, though if you're really patient you can kill an NPC by taking out its Life Support and then hanging around for 5-15 minutes until it explodes.
4) FSD: NPCs won't get charging interrupted by hits on an FSD, whereas players will. But they will still be unable to run when it gets down to 0%, and unlike a player won't realise that they therefore should stop trying to run. I almost always target this module as soon as their shields drop, on the bigger NPCs.

Weapons they do get malfunctions on in the same sort of level as players, so a bunch of missiles to their hardpoints can be very useful (just don't take out all their hardpoints if you want them to stick around to be killed) to reduce their firepower.
 
1) Power Plant: NPCs don't get short-term malfunctions above 0%. Not an advantage as such, but they also tend to use lower-grade modules than players, which means that they often have a bit more flexibility on power output. Still, with proper module prioritisation, players should also be able to keep fighting (or running) through malfunctions.

Congrats for being the best posting here in this thread yet. NPCs generally don't cheat, with the exception of MC ammo. [And somebody mentioned PD ammo now. I have no idea if that is true or wrong and don't intend to test it. It'd take much time and missile ammo to actually deplete an NPCs PD ammo. What's true is that there are severe instancing problems. But that's a whole different thing.

The only thing I actually want to comment on is what I quoted: I actually think that NPCs do have PP malfunctions. A few times I had NPC behavior where it seemed like only marginally damaged equipment was temporarily offline, which could only have been caused by a PP malfunction. Mind you, that's all "feeling and impression", there's no way to reliably confirm that a NPC really just has a PP malfunction and it's not due to some other AI function that some equipment is not used at the very moment. Especially when you consider that NPCs generally have rather offensive (read: suicidal) power settings. This allows them to continue to fight till hey are destroyed while most players in the same situation try to avoid the rebuy and thus have power settings which give them a higher chance of survival.
 
A few volleys of frag cannon fire soon turns the NPC ships into piles of materials in my experience. I don't think there's a problem here that can't be solved by practicing shooting stuff in a high RES and a few tweaks to the ship build. Given some of the awful builds that mascarade as combat ships (including my own in the early days- what was I thinking going into CZs with an SRV hanger?) I would imagine some possible improvements could be made here.

Personally I never bother with module targeting, but I've still seen plenty of NPCs floating off having had their drives blown out. Players doubtless suffer more from damaged modules, but the NPCs probably need all the help they can get. I just make sure I've got a decent size module reinforcement with decent armour and hull reinforcement and it's all good if the shields drop.
 
FD has acknowledged this is undesired and will bring them to a stop in future.

They should leave it. In general, the instant I lose drives or suffer a thruster reboot attack, I flip FA off to avoid becoming a sitting duck for the duration.

Even if NPCs cannot pilot as if they had FA Off due to technical reasons, they should definitely be able to toggle the effect to keep drifting.

PvP and PvE are two completely different beasts that I've understood requires completely different builds and engineering.

Pretty much all of my PvP ships that aren't ultra specialized "meme" builds work fine on NPCs.

NPCs have an incredible "flip over" ability.

They can use translational and rotational inputs at the same time, but so should any player with rational bindings.

a thruster malfunction above 0% doesn't really harm them.

NPCs are definitely vulnerable to thruster malfunctions prior to outright destruction. I often see them drift for several seconds after taking thruster damage or being struck with a malfunction attack, before resuming normal behavior. It's usually easy to see cause the thrusters will stop glowing/thrusting.
 
They can use translational and rotational inputs at the same time, but so should any player with rational bindings.
It's not just that, however. Fast, fine control of the throttle is also crucial in pulling off a "crazy Ivan flip", and this is something we just don't have on PS4 without investing in a HOTAS. Normally the very crude throttle controls on DS4 don't bother me much, but I definitely feel the handicap when fighting in a CZ.
 
It's not just that, however. Fast, fine control of the throttle is also crucial in pulling off a "crazy Ivan flip", and this is something we just don't have on PS4 without investing in a HOTAS. Normally the very crude throttle controls on DS4 don't bother me much, but I definitely feel the handicap when fighting in a CZ.
Interesting. There is no such limitation on the Xbox pad. At least one of the top 50 pvpers in the game uses a stock Xbox pad, and I can name several others who fly very well with one too. I always thought the ds4 was superior?
 
The NPCs - possibly with the exception of the ATR police - don't subtarget, so if they hit a module it was an accident.
What about those SpecOp ships in CZs? It sure felt like they were targeting my modules when last I tangled with a couple of these guys. I actually find capital ships way easier than these ships, thus I'll pick high CZs over medium when there's an option.
 
BTW, why so snooty and elitist? "Eye kin play better n' u..." Woo big life accomplishment (applause)
Welcome to the forums. There are just a handful of players with zero social skills who love to swoop into threads like these and crow like roosters to show everyone how "smart" they are. Add them to your ignore list, and the forum will become a much friendlier place and threads like this will be half the size since it's often the same few roosters crowing over and over again..

Don't worry, there are plenty of us willing to offer helpful advice without the "snooty elitism".
 
What about those SpecOp ships in CZs? It sure felt like they were targeting my modules when last I tangled with a couple of these guys. I actually find capital ships way easier than these ships, thus I'll pick high CZs over medium when there's an option.
They have focused mod on their lasers and corrosive multicannons, a combination which makes them penetrate deep, they do get a lot of lucky module hits.
 
They can use translational and rotational inputs at the same time, but so should any player with rational bindings.

<<< I have rational bindings, but I also have tendinitis in my wrists, so my fine control isn’t nearly as good as I’d prefer.
 
Whoa really? Are we sure on this? I was tending to think they ALWAYS had FA off, as they can control, precisely, every movement they make.
As the AI can set its rotational and thruster settings frame-by-frame, the distinction between FA off and FA on is fairly minimal anyway.

But in terms of how they actually fly their style resembles that of a FA on pilot (with good directional thruster control for faster turns) rather than that of an FA off pilot who's actually trying to take advantage of being able to point and fly in different directions.
 
I've had this game (and a HOTAS 4) for almost a year and I still can't get the perfect balance of FA on/off. I have it set comfortably on my HOTAS, but still not very good at it (or just not comfortable trying to switch between it smoothly). Just barely got my Vulture engineered to an effectively USABLE status and I hear that is a great ship to learn better maneuvering in. depending on how I"m feeling I'll use C3 PA or C3 Bursts fixed or gimballed also depending on my mood. But a vulture and a large class ship still move oh so very differently to me.
Try setting FA off as hold not toggle and use it sparsely at first worked for me.

I target primarily weapons, PD and shields/FSD.

You gotta try a huge corrosive multicannon instead of the cannon, it VBshreds the small.

I love Vultures, so much I live in a roost.
PA and oc fixed beams, only g3 stuff cause I'm a casual.

I was looking for a reason to get a PS4, I think Air Combat 7 is a good reason now.

Check out our PvP forum for awesome ships builds.

Factabulous is wise yet savage in a measured way.

I want to see Morbad and AashenFox duel in rail adders. We'll stream it and I'll imitate Obsidian Ant badly in my colonial Irish.
 
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I'm all for NPCs getting tougher, they need to progress with your combat rank. I know they sort of do, but they are not hard enough once you get to high ranks.

When you are deadly etc, if you do early superpower rank mission you get harmless ships coming at you. It's a little bit ridiculous, they should be same or one higher rank. If you are elite then multiple ships should come at you.

Assassination missions, should be against multiple ships once you are dangerous or deadly especially elite
 
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