The New AI is Too Good! I'm back in an Cobra After Loosing Python 3 Times in 3 Days!

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I really like the AI difficulty. The only thing wrong is that NPC Cobras think they can out-turn my Vulture when they can't and just give me their top as a really big target. But otherwise the AI is rather intelligent once it starts shooting you. Before the pirates start shooting you the AI is actually pretty stupid, sitting still to scan you (while you scan them) and then turning away at a right angle, perfect to start shooting then if they have a bounty.

Yesterday I got my first Anaconda assassination mission with the new AI (previous few were Pythons, some in small wings) and it was my favorite fight so far. I don't think I've been that scared in combat vs NPCs since a Dropship interdicted my starting Sidewinder (that was a 45 minute fight that I eventually won because old AI and bad Dropship maneuverability). The conda got me down to 68% hull before I finished him off.

I like that high rank NPCs use Chaff now. I even switched my gimballed pulse lasers to fixed because of this, and to improve my piloting skill. I haven't been ganged up on in a CZ like some of the above people have, guess they like to go after large ships more than small ones?
 
The only thing wrong is that NPC Cobras think they can out-turn my Vulture when they can't and just give me their top as a really big target.

I noticed this, too. Cobras should be using the same tactics that Vipers are using right now: boost away then FA Off flip for another pass.
 
I like the challenge. But sometimes i got interdicted by a conda without shields while flying a Phyton without goodies. Had a stalker conda also but it was a fed ship so i couldnt kill it. :mad:
 
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I saw the John Travolta Staying Alive picture and could not get the scene from the Minions Movie Commercial with them fighting over the remote out of my head.

Thank You Everyone! As always, we have a wonderful community of both players and developers.

I shall endevor to up my game and do a much better job of "Staying Alive". Kenny Rogers sang something about knowing when to hold them, when to fold them and when to run. My new plan is to see if I can earn that 3 million credits per hour others claim is possible and get my python out of moth balls and into better shape.
 
As long as the algorithm doesn't count "deaths", but "disengages" or some other, more "soft" metric. Are you doing good if you can't kill anything and keep running away with your life (not to even mention if you're getting blown up all the time)? Not so much, no. So the K/D suggestion is a bit weak in this case. This is still open to abuse* however, so I'm not sure this kind of approach is sensible.

* - an algorithm based on multiple soft metrics might be more difficult to fool than one based sorely on a single, hard value like "K/D"... so how easy it would be to abuse such a mechanic would rely on the quality of said metrics!

I'd guess that the island network architecture makes it somewhat easier heuristically detect a 'Brave Sir Robin' in a one-on-one engagement - on leaving instance - if hostile AND engaged AND (shields dropped OR damage inflicted) - give a forced disengage 'kill' to the other party. In multi-ship engagements, you'd have to track the source of damage inflicted in the same way as if bounties were awarded proportionally.

I noticed this, too. Cobras should be using the same tactics that Vipers are using right now: boost away then FA Off flip for another pass.

There was a BoomAndZoom tactics file in the game folder (as well as something like BigAndBold for the Annie) when the Cobra is first added that I assumed was there for fast-but-slow-turning craft like the Cobra - anyone know if they are still using static AI scripts per ship type, or are they sharing a big dynamic AI routine?
 
I was in an ASP and had no problems with the AI's with just a couple of exceptions and even those I won, but were close. Tonight I was in my new Python bought it couple weeks ago but was not using it till I outfitted it the way I wanted and still not there but good enough. I took on a lot of combat missions, kill 12 pirates, kill 14 pirates etc.. The only time I had to run was when I took out a cobra which was 1 of 3 in a wing. Not one in my mission but still marked as enemy. Well the cobra went down easily enough the other 2 was another cobra and an Anaconda. They had hit me a few times but not badly as the first went down. Worked on the Anaconda and while I had its shields down mine dropped and the Cobra Anaconda duo was just to much so I hit my fsd and boosted away and ran for it.
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So I think the Ai is doing a good job and my Python against an AI Python I think I will win them all and if not I just need to get better, not lessen the AI. What good is a battle if you will win every time? You need a challenge and I am enjoying this one.
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Calebe
 
Working well for me, keep shield cells as they are, without them you would only be able to take on a few kills before flying away to recharge shields and go back in to battle. For me its a fast kill and take some damage in the process, spending more than a couple of minutes for every kill would take too long.
Flying a Clipper and Vuture.
 
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LOL

The Ai barely even uses chaff. They never run properly and they always use mixed weapons. They are a joke!
 
I had 2 size 3 Laser Turrets, 2 size 2 Gimbaled multi-cannons, 1 size 3 Gimbaled cannon. A6 Shield Booster and C grade shields. I got the other Pythons down to less than 30% every time, but it always seems like my shields would go out about the same time. Don't understand why the other Python could take everything I was flinging at them with shields down while my ship would get torn to pieces. Last Python rammed me when I got him down to 2%.

Your ship configuration seems conflicted. Laser turrets but gimbaled canons? If you're good enough to get a bead on the enemy with gimbaled canons, then you're good enough to do the same with lasers. Turrets don't have good accuracy so your configuration takes a long time to take down the enemy's shields. I recommend dropping the turrets as the Python is agile enough to use gimbaled weapons. And the Python can have very powerful shields. C grade shields are not good for trading and not good for combat. You should choose whether you intend to configure the ship for (a) trade, (b) combat, or (c) multirole. From what I see, you've chosen none of these. C grade shields are too weak for multirole and combat. And the weapons are inappropriate for trading. I've configured my Python for armed trading and I have yet to be defeated by any NPC, that includes a wing of 2 that interdicted me with a full cargo hold. Here's my armed trading configuration: http://coriolis.io/outfit/python/06...3400201.Iw18eQ==.IwBhrSumSA==?bn=Trade Python. Notice that I use the best power plant, thrusters, and FSD but settle for a 7D distributor (because I don't use it for combat). I opt for a 3A shield generator that I augment with 3 A0 Shield Boosters to get it to 344MJ strength, same strength as a 5A shield generator without shield boosters. I would NOT use this for a combat configuration. For a combat configuration, I'd use a 6A shield generator with 3 A0 shield boosters for a total strength of 645MJ which is nearly double my trade configuration shield strength. For combat, I'd have 1 or 2 SCBs to help me stay in the fight. Also, I'd use 3 of the large gimbaled pulse lasers and 2 medium gimbaled multicannons. When I'm interdicted by a single ship, I always submit, KWS the interdictor, and kill him. When interdicted by a wing, I blast the interdictor and then flee to supercruise when the wing shows up. Hope this helps.
 
Problem is, to what ship/skill level do you set the baseline to?

At the moment for me personally all the A.I. is is a bank account to where I go to for LARGE credit withdrawals. If I want a quick and easy 12 million+ an hour I go to a High Intensity Conflict zone and shoot fish in a barrel until I have enough credits. If I feel rocky I go to a High Intensity Res and do the same.

The A.I are absolutely no threat whatsoever to me.

I know that it is because I fly a Battle Conda.

Now the vast majority of players do not. They fly inferior ships. As a consequence the A.I. are harder to defeat.

Just because I don't struggle at all does not mean the the A.I. are too easy in the broadest sense.

Whilst it may obviously be too difficult for FD to code A.I. opposition based on the individual player's skill level, at the very least I would like to see dedicated wings of heavy-hitters in High Intensity zones. Do not send three Pythons, two Anaconda or four Vultures who all spawned independently in an attempt to kill me........large fish ion a small goldfish bowl.

No, send Wings of 3 Anacondas, 4 Pythons and 5 Vultures with a Wolfpack mentality after me. Give me something to think about. Put the High back into High Intensity. Then maybe it will get interesting.

Until then, I'll just keep on printing credits.

Oh yes, I hang about in a certain area of space all the time. If some CMDR's find me at a high-intensity res sight, say hallo. I'll gladly strip shields for you and grant you the kills, no questions asked. I'll even hammer it to within a couple of percent hull if that's what you want. Just ask: Just because I fly an Anaconda does not mean that I bite. One, I like to help people, two, it alleviates the boredom and three, it sux to strip shields off/kill a Python in a small ship as the OP can no doubt attest to.
 
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I think the 1.3 AI is amazing, and my Asp has had some tough fights, even against Vipers, which used to be "hold down the button" bait. What does really annoy me now is that so many ships that interdict me, right up to Dangerous, are merely "ENEMY", so I only get a 200Cr bounty for a massive fight. I've got so much cash that I don't really care about the cost of MC ammo against a 200Cr bounty, and the fights are great fun. It feels as though there's something missing in there. Even a few Merits might be handy if it's in a Control system for example? After all, I'm defending my Power, so it's gotta worth 10 bob to someone?
 
Just out of curiosity, could you share you 'Conda build? I'm curious to know how much a combat Anaconda costs... unless you were swimming in money, and this is all grade-A stuff, in which case... forget I asked. :p

Well, here is my "Cheap" Combat-Conda:
(http://coriolis.io/outfit/anaconda/08C7A6A5D8A8D5C1f1e1e1e272719190m060606060606064k5n--37----242f.Iw18ZlA=.CwBhGYEYx20hiEgExvLUQ===?bn=Cheap%20BH)

Here is the 'spensive one:
(http://coriolis.io/outfit/anaconda/...w18ZlA=.CwBhGYEYx20hiEgEwvOWog==?bn=Pricey BH)

Bonus: Here's my cheap 'conda in action in a 1.2 RES:
https://www.youtube.com/watch?v=9zDLPfh8NiA
 
Lost my Python three times in as many days in fights with AI Pythons with backup. Now I am running from fights in a cobra hoping to find a station close by with an Asp Explorer. Need to earn enough credits to take the Python back out of the hanger. Went from enjoying the game to evading interdictions and running from everything.

was way to easy before. still to easy to kill big ships like the anaconda and python though. But keep in mind python is not meant for dogfighting.
 
One on one is still not too difficult, and certainly more entraining compared to the previous AI. Multiple ships are of course more difficult to handle now, because they all got better at shooting you. And it seems they really aim for the different parts of the ship. Just like we do all the time. :)
 
Yep, high rank AI has to "dangerous". ;)
And it was really too easy before 1.3. Fought a deadly 3 wing (1 Viper, 2 Vultures) in my Python yesterday. Cost my 5 Chaff and 3 Shield-cells but they didn't get my shields down and I could kill them. So there is still room for "improvement".
 
I just got killed in a vulture by the 3 angry anacondas at a strong signal source. This is too tough. Surely one small ship should be able to take out a wing of 3 of the most expensive ship in the game?!?

(I like the new AI).
 
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