I do apologise again, I've been going over this a lot with the peeps in irc and I didn't really context the post right, I can easily see how it looks like I'm talking about MediaVPs effecting the game and stuffs, and whilst they could, I can't really say I've noticed them doing so (they're mostly artsy, right?).
FsPort is obviously a bit different, and I made a second thread about those things without really processing it with this problem, since during single player campaigns the AI difference is often far less noticeable even on insane (dunno why!), and I figured (my main blah with avenger) that it wouldn't have effected it much, on re-analysis, it really is just the better shield management.
Anyway.
When we do play multi we don't play it with any mediavps enabled for a number of reasons (my PC is mildly old and can't handle everything on max + MVPs + several clients, so it's just less fuss to run with none than filter them down until it's stable/smooth enough, not any of your lots problems
), the two other reasons are that we got accused of cheating enough when we were originally playing PXO... not having hacked table files etc pop up for us puts the newer pilots a bit at ease when we pick up 60 kills on a mission where they've ended up in respawn 5 minutes before us, and finally - we kinda wanted to build up full medals/captain ranks before anything squadwarish happened because we're far less likely to play coop once it does.
Hense the couple people who have posted who have spoken to me on IRC have mentioned these aren't MVP related and that I'm not just making this up.
I'm very very aware that these mostly unnoticed changes aren't going to be seen unless you regularly play with the best scripted AI (read; for difficulty, not events) missions, which are mostly Cetanu's, Su-teph's, and Lonewolf's multiplayer missions. We haven't (that said) been able to lock down what's causing the difference to be so pronounced in some missions whilst not visible at all in others, we've scanned heavily up to about 5513 (nightlys) and .10 final so we've been checking the sexps effects, the direction we've been looking is ai_tables/ai_profiles, but as you say I have no access to the code. (Even if I did, I don't know enough, like I said in my first post, to identify a significant code entry to the problem).
Perhaps saying slipping was the wrong idea but the impression I got from the guys in #hard-light when originally dealing with it (over 2 weeks ago) was that these changes had been accepted as originally intended yet obfuscated by either bugs or coverup rushed jobs by V, as it became more evident that some of the changes I was talking about weren't particularly minor on insane in some of the missions in multi-mission.vp they began to realise it was going to need addressing and fixing.
As evident in this post though, without a clear and exact expression of the difference (which we still can't find) these unintentional changes couldn't be put on mantis in any clear way, which is sorta why it's a forum-debate-post instead of a bug report.
I'm not saying "FIX IT NAO", because despite being one of the most involved in looking into this and beyond a few (probably silly) ideas, I don't know exactly what the difference is.
But the AI
seems to;
Tracks pilots slightly better than vanilla.
Shoots slightly more than vanilla.
Evades (makes better use of shields and CMs) better than vanilla.
However unless it's shooting at someone it doesn't particularly turn faster, nor acquire a new target faster than vanilla.
Once you break weapons lock (them pointed at your lead indicator) they become pretty useless (well ok not useless but back to vanilla AI, useless in comparison).
Subsystem damage calculations has definitely changed (improved?), if an Anti fighter beam is firing at you and you're in an Eri/mk2/few other ships with crap right on the nose, if you're pointed straight at it an annoyingly large portion of the time that system will be gone, in missions like The Die is Cast where you don't get a support ship and every respawn is ridiculously valuable, it's very very noticeable.
Part of the problem I had with the athena on fsport as well, since a lot of it's sub systems are on it's extremities it harshly suffers from this problem, further compounding it's collision problem
, probably wouldn't have posted about it (collision damage I can tollerate) if it weren't for the fact that the mission I'd been flying 5 minutes before had ended badly 3 or 4 times only due to the fact that it's sensors had gone long enough for objectives to be failed, it was the main reason I was holding off rants
.
So, again, apologies, stuff that's clear in my head doesn't always come out in text immediately as clearly, my bad.