No it was that lower ranked NPCs were turning faster than FD wanted them to for their rank. NPCs being able to stay behind people is almost impossible. I have been flying an unmodded Python for the last 3 days I should know.
Hmm. I am reading that as Low Speeds (low engine lvl)
But well its possible it also means low Ranked.
Honestly, I really hope that the people saying "this is perfect" just don't know what we're actually referring to, and don't *really* mean that the level of AI difficulty they want is "unresisting pacifist".
They arent.
NPCs can still give you a Run for your Money.
Its just much less Common to meet those.
If you can comfortably defeat NPC enemies (let alone multiple NPC enemies) in equivalent ships and of equivalent combat rank...
There are only 2 conclusions...
1. You REALLY are a skilled, talented pilot with exceptional reactions, situational awareness and skills you keep current through practice in varied scenarios, self analysis and exposure to best practice from your peers
2. The AI is absolute rubbish
I'll leave people to decide for themselves...
If you can Beat Enemy Ships of your Rank then this is Perfectly Normal.
If NPCs of your Rank were Equal to the Player in Combat. That would be Horrible and entirely Unplayable for anyone but the Elite Players because you can get Attacked by NPCs up to 2 Ranks above you. Meaning until your Elite you would Constantly be Faced with Enemies Superior to you not only in Skills but also in Equipment etc.
Not a very Fun Idea of an Game.
This aint Dark Souls. Dying Hurts like Hell because you lose Hours and more Hours of Grinding.
If they want to make this like Dark Souls were each Enemy might end up being your Death if you make a Mistake. They would need to Reduce the Grind to like 1/50 of what it is now to actually allow Players get back to where they were before they Died within 10-20 Minutes.
As the Video of the Game Designer I posted said.
If you regularily Kill your Player and Force him to Repeat several Hours of Stuff to reach his Old Status again. YOU FAILED as an Developer. Because this sort of Experience is almost Guaranteed to bring any Player to Ragequit.
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?
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?
I think 3 is about the AI Behavior Rotation.
In Short the Random Generator which Decides what AI Behavior an NPC Gets.
Till now they usually had an very high Chance to get the Ultra AI which Orbitted People like a Moon.
Now they apparently made it more common for NPCs to get the Weaker Older AI. Thus the newer Killer AI being only applied to Fewer NPCs in Lawless Zones etc.
Its better than X²s combat AI but not as good as Xwings alliances default setting AI.
I liked X3 Combat to be Honest. It was much better than the Combat in Elite Dangerous. Especially because it had no Flight Assist Swapping for Combat. Instead you from the Start had an way Slower and lower Power Correction. But in exchange did not need to constantly Switch around.
I wish Elite would also allow that rather than Turning Flight Assist Off entirely. You could Set it to just be much Weaker so its not Interfering with High Speed Maneuvers so much.
Toggling it on and Off all the Time is annoying like Hell.
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

).
The Bug with NPCs somehow not Firing Back was there before.
I think its related to NPC Targeting Controls.
Somehow you sometimes get an NPC which despite having Gimballed and Turreted Weapons only uses em like Fixed Weapons.
Or who only Fires Half his Guns for whatever reason.
That Bug has been Pretty Persistent for several Versions tough. Its not a New thing.