Wait... what is happening atm? Npc and conflict zones. Please FD be frank about it:]

Same here. I won't get to play for a few more hours, but if they are back to playschool levels I'm going to be livid about being forced to sit at the kiddy table again.
 
And so I was like...

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Same here. I won't get to play for a few more hours, but if they are back to playschool levels I'm going to be livid about being forced to sit at the kiddy table again.
Its not that bad.
Its not 2.0 levels of bad.

What happened is :
There is now an artificial limit on turning speeds of low ranked NPCs
High ranked NPCs are über rare

Thats it.
However FD plan on maybe removing sub system targeting by the NPCs , and sins SJA was talking about high ranked NPCs using FA/OFF I assume thats not going to happen

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Ahsoka was not around during order 66 and did not have her lightsabers at that time
 
Its not that bad.
Its not 2.0 levels of bad.

Indeed. It's not as bad as I feared. Hi-Ranked NPCs do fight, and are far better than 2.0 still. We are 'bracketing the target' for general mass acceptability it seems, though I am wondering if there is an issue with AI turrets now?
 
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But there is nothing much in the patch notes reducing AI ability that should effect Elites in a CZ?

If anything Deadly Elite should be *more* dangerous?

Patch Notes said:
NPCs

  1. When determining the rank of NPC ships for interdiction, use the player's combat rank, rather than their highest PF rank, although add 1 rank if their trade or exploration rank is higher than their combat rank
  2. Updated the Archetypes of the NPCs in the USS cargo drop missions - they are now Ambush Pirate and should attack the player on entry
  3. Fixed AI rotation damping to work properly across the AI skill range
  4. alter the changes in allowed interdiction ranks based on security, so that the biggest rank disparities are reserved for very low security and anarchy systems
  5. Reduced the number of engineer mods on AI ships substantially, now only Deadly & Elite rank ships are guaranteed to have mods and any below Master are guaranteed to have none
  6. Fix for Large AI ships ramming large player ships
  7. Slightly reduced the ranks below an AI that they can interdict players, this will tighten up the difficulty a bit
  8. Add state to Powers Assassin and Powers Security ships to allow them to threaten the player before attacking
  9. Reduced the percentage interdiction chance of power play ships by 10%, and altered the ship type chances and combat ranks to be more mid range, dropping a lot of the top range down
  10. Balance mission generated NPCs to be lower ranked (for the most part)


Trying to interpret

1. Interdictors will be lower rank
2. Expect NPCs to attack more quickly in some USS's
3. Maybe this???
4. Low sec = larger range of interdictor ranks
5. Elite/Deadly now have Engineer mods, this actually should up their difficulty
6. Less ramming NPCs
7. interdiction related
8. NPCs more vocal
9. Interdiction slighty easier to evade.
10. NPCs slightly lower rank on missions

So 3 perhaps reduces NPC turn rates? But the dampening varies across ranks, so in the end you'd expect Deadly/Elite to have very little change.
But 5 should make Elites/Deadlys more of a risk?
 
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Like much in 21st Century life...its all about the lowest common denominator...
Prizes for Everyone...
Medals for "Participating"
No-one being told they've failed...
You're all special...
And YES...amazing though it seems...against ALL the odds...EVERYONE that plays Elite:Dangerous just happens to have flying skills up there with Richard Bong/Johnny Johnson/Erich Hartman
Amazing coincidence...but true!
 
Indeed. It's not as bad as I feared. Hi-Ranked NPCs do fight, and are far better than 2.0 still. We are 'bracketing the target' for general mass acceptability it seems.
Its better than X²s combat AI but not as good as Xwings alliances default setting AI.
 
could it be that turning down pd affected ai so much they cant handle the builds as before, prior todays update? so it feels like they are nerfed, but actually they are not?
 
I't almost like when you are viewing the Ai on your radar that they are saying to themselves "sorry we have been told to not engage you, we don't like or approve of challenging CMDR's"
 
No it wasn't, Sunleader. All that was announced was that some bugs had been cleaned up and interdictions would be scaled to your combat rank. If whiners like yourself have gotten the AI lobotomized, then I am going to be mega .


Get ready to mega .
 
Im sorry but I am not seeing a great difference in the NPC behavior, they are still wasting me. Maybe I am, actually, not very good, but it's in no way back to 2.0. I'm genuinely getting sick of being interdicted, and being pasted, and yes that's post all the updates today. I am obviously playing a different game.
 
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That video.

Can I ask are you running like a bunch of modded weapons, like thermal MCs or something?

It's just really odd that the Python hardly even fires back.

Only reason I ask is I'm wondering if this isn't a case of so much heat being applied that NPC can't do anything.

Could it be a case of Engineer mods making NPCs a walkover? (something I think is going to be an inevitability given time :().
 
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That video.

Can I ask are you running like a bunch of modded weapons, like thermal MCs or something?

It's just really odd that the Python hardly even fires back.

Only reason I ask is I'm wondering if this isn't a case of so much heat being applied that NPC can't do anything, could it be a case of players having mods making NPCs a walkover? (something I think is going to be an inevitability given time :().

I have modded weps but the ELITE NPC almost never fires back. I have NO special effects. Ai is as bad as most of commanders :(
 
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