Hehe, ok mate. You sound like a flat earther ;-)
Proof the Earth cannot be flat:
If it were, cats would have pushed everything off the edge of it by now.
Hehe, ok mate. You sound like a flat earther ;-)
They also said at one time that NPCs weren't using engineered weapons even though commanders were getting almost instantly vaporized. I just don't take statements at face value when it comes to game developers.
TrackIR is good for that.
I use VR personally
I think not and the same Python that I fought tooth and nail to almost get his shields down will still magically replenish his shields almost instantly with his single equipped mega super unlimited shield cell bank... note to self... run next time.
The biggest challenge when making NPCs is to add the imperfections. Making AI that land every shot and evade your fire is relatively easy.
Most of the cheats the AI does in ED, are to give players more targets. For example they have infinite ammo on Multi canons, because players complained that the NPCs waked out when they ran out.
Making difficult AI is easy for developers. Making them realistic is the tricky part.
The NPCs do cheat, but I think that part of the frustration with them is that they can simultaneously manage pips, boost, shoot, chaff, deploy heatsinks and FA on/off faster than any human could. It's like they have an extra set of hands. It might be easier to match them with a hotas setup, but using a game controller is a struggle sometimes. Not enough buttons or fingers.
To OP:
Why didn't you tested it yourself? It was an open Beta.
We know, that NPC's use engineering (just without special effect on weapons). They also use the new improved 3.0 mods. How i know? I've played the Beta.
I think, that many bugs got sorted out already in live, but some things will never change i fear.
Target-lock-breaker will still don't have ANY effect on NPC's neither does Silent Running. They will still aim perfectly with fixed weapons at 2.8 km distance if you are in silent running. Also they won't get the same amount of module damage through heat like we do (can fire SCB's without heatsinks without malfunctions) and they will generally experience never malfunctions through damage (scramble spectrum only exception).
On top of that, they will use now maxed out rolls (atm defined as 'god'-rolls) which will hit a lot of players directly into the face.
Take just for example the Beam-/Pulse-/Burstlasers:
They are nearly useless because NPC's now use not random but maxed out thermal-resistant shields. It was significantly harder to drop shields with thermal weapons.
NPC's have in 3.0 a little curve upwards in terms of difficulty and we need to adapt again. Not that big problem but if beamlasers will be completely useless in 3.0 due to 90% of NPC's using maxed out thermal resistant shields will make me very very sad because i like them.
I was angry about that myself in the past, but since i use myself an HOTAS, i know that this amount is really possible with the right hardware and since that it doesn't disturb me anymore.
Every control has it's up and down so this isn't something i see as 'cheating' from the NPC's