Author Topic: abnormal AI accuracy on Hard/Insane  (Read 5110 times)

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Offline aRaven

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abnormal AI accuracy on Hard/Insane
On the harder difficulty settings all AI craft seem to act like sharpshooters. They always hit regardless of the defensive maneuvers the other ship makes.

At the moment battles only last a few seconds because of the ridicoulus perfect accuracy of the AI. Battles become much shorter because of the constant sharpshooting.

It is possible to tone down the accurary of the AI craft to more realisitic settings?

 

Offline Shade

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Re: abnormal AI accuracy on Hard/Insane
On insane, they pretty much are perfect yeah. But they're supposed to be, and changing this would affect the balance of all existing missions - retail included - and as such there's basically no chance in hell of it happening.

Also, it is actually still quite possible to evade much of their fire on insane. The thing to keep in mind is that they're perfect at hitting where they expect you to be, ie. they shoot at what would be their lead indicator if they were a player, so if you're flying erratically enough they'll still miss despite their "perfect" accuracy.

Some things to try that might help are to first of all make major control movements when evading, not just little turns and jinks - You need the course change to be significant enough that you're at least a ship's length away from where you would have been if you'd continued your original course. Further, try to constantly vary your speed by using short afterburner bursts, and using rolls and slides (where available) in combination with everything else to make your flight path even more unpredictable. Once you get a good evasive pattern down, you'll find that insane isn't that bad. You'll still get hit, but far from with every shot.

Of course, there are exceptions, such as when fighting at point blank range or when flying certain ships. When flying an Ursa, for example, there's nothing you can do. A ship's length for that ship is just too far to be able to get out of the way given its lack of speed. But for fighters, with enough practise, you should always be able to avoid a lot of fire even on insane.
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Offline Bob-san

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Re: abnormal AI accuracy on Hard/Insane
On insane, they pretty much are perfect yeah. But they're supposed to be, and changing this would affect the balance of all existing missions - retail included - and as such there's basically no chance in hell of it happening.

Also, it is actually still quite possible to evade much of their fire on insane. The thing to keep in mind is that they're perfect at hitting where they expect you to be, ie. they shoot at what would be their lead indicator if they were a player, so if you're flying erratically enough they'll still miss despite their "perfect" accuracy.

Some things to try that might help are to first of all make major control movements when evading, not just little turns and jinks - You need the course change to be significant enough that you're at least a ship's length away from where you would have been if you'd continued your original course. Further, try to constantly vary your speed by using short afterburner bursts, and using rolls and slides (where available) in combination with everything else to make your flight path even more unpredictable. Once you get a good evasive pattern down, you'll find that insane isn't that bad. You'll still get hit, but far from with every shot.

Of course, there are exceptions, such as when fighting at point blank range or when flying certain ships. When flying an Ursa, for example, there's nothing you can do. A ship's length for that ship is just too far to be able to get out of the way given its lack of speed. But for fighters, with enough practise, you should always be able to avoid a lot of fire even on insane.
Even an Ursa can evade missiles and guns. But yeah--the name of the game is never be where your lead indicator just was. I've had great success using afterburners instead of countermeasures. Being able to bolt out of the way in normal ships is a big advantage. The most difficult missions on Insane are as a bomber--you are simply too big and too slow to stay alive.
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Offline Dilmah G

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Re: abnormal AI accuracy on Hard/Insane
Insane always seem to pwn me hard, I'll give it another playthrough.

 

Offline aRaven

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Re: abnormal AI accuracy on Hard/Insane
ok, but thing is my wingmates are not as evasive as I can be...also battles don't last that long as in medium. and how would decreased accuracy affect the retail campaign.. it would be like medium, but with more lasers flying around the screen and better AI pilots. The medium AI pilots are too easy to kill. I personally don't feel like being the invincible superpilot.

 

Offline Bob-san

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Re: abnormal AI accuracy on Hard/Insane
ok, but thing is my wingmates are not as evasive as I can be...also battles don't last that long as in medium. and how would decreased accuracy affect the retail campaign.. it would be like medium, but with more lasers flying around the screen and better AI pilots. The medium AI pilots are too easy to kill. I personally don't feel like being the invincible superpilot.
You have to manage your wingmen on Insane. The best thing is to C-3-1 (all fighters, destroy target) on each opponent. Both AIs get better, so it becomes YOUR mind that bests the Insane AI. They will scatter and take shots at your wingmen while your guys take them out one by one.
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Offline Dilmah G

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Re: abnormal AI accuracy on Hard/Insane
ok, but thing is my wingmates are not as evasive as I can be...also battles don't last that long as in medium. and how would decreased accuracy affect the retail campaign.. it would be like medium, but with more lasers flying around the screen and better AI pilots. The medium AI pilots are too easy to kill. I personally don't feel like being the invincible superpilot.
You have to manage your wingmen on Insane. The best thing is to C-3-1 (all fighters, destroy target) on each opponent. Both AIs get better, so it becomes YOUR mind that bests the Insane AI. They will scatter and take shots at your wingmen while your guys take them out one by one.

Yeah I guess for some opponents. I'm much more of a fan of C-3-9

 

Offline FUBAR-BDHR

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Re: abnormal AI accuracy on Hard/Insane
Get good then you will just C-3-0 and take care of things yourself. 

Been awhile since I could get away with that.
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Offline aRaven

  • 28
Re: abnormal AI accuracy on Hard/Insane
so insane is supposed to have perfect inhumanlike accuarcy? then how can the medium setting be changed to be more have more action and more evasive ships?

 

Offline Dilmah G

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Re: abnormal AI accuracy on Hard/Insane
so insane is supposed to have perfect inhumanlike accuarcy? then how can the medium setting be changed to be more have more action and more evasive ships?

Play on Hard, good balance between the two. Kinda like playing COD4 on Hardened, medium/hard is the most fun setting to play on IMO.

 

Offline chief1983

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Re: abnormal AI accuracy on Hard/Insane
I think you'd be surprised how good of an aim some people can actually have.  I wouldn't say it's a stretch to believe that human players could aim that well (with good ping anyway).
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Offline General Battuta

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Re: abnormal AI accuracy on Hard/Insane
Yeah, they're no better than human players, my friend.

 

Offline Bob-san

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Re: abnormal AI accuracy on Hard/Insane
Yeah, they're no better than human players, my friend.
They're much easier than decent human players, actually. Humans can think and don't follow a logical pattern in the least. All the slides, complex movements, adjustments in speed, and our ability to manage our ships :P make us a harder opponent.
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Re: abnormal AI accuracy on Hard/Insane
I used to have my ship's roll function on the left-right positions of my joystick's four-way button.  Since getting a pair of rudder pedals and slaving those to the roll function I find that having analogue control over rolling makes a huge difference when evading AI.  I can do these big wide corkscrews that involve variable rudder input in combination with my stick held halfway towards a bottom corner.  by slowly altering the control positions and hitting a afterburner burst now and then the corkscrew changes enough so the AI can't keep their primaries on me for long.  I go into a nice easy pattern and pick targets for my wingmen at a leisurely pace.     

I couldn't do any of that when my roll was on a digital switch.  It's really effective when attacking a turret with missiles as well, previously my evasive maneuvers would almost always break aspect lock, now I can hit a nice easy weave while still keeping the target centered enough to maintain my lock. 

Seems to work pretty well on Hard....I find that Insane is no fun, even with wing-mate delegation it always seems like I have to do everyone's job for them on insane which damages my enjoyment.

I see some here a talking about sliding, and i did notice some slide functions in the control config on this latest FSO install....is that new?  I haven't experimented with sliding but don't remember it being in retail or earlier FSO builds.             

 

Offline Commander Zane

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Re: abnormal AI accuracy on Hard/Insane
Seems to work pretty well on Hard....I find that Insane is no fun, even with wing-mate delegation it always seems like I have to do everyone's job for them on insane which damages my enjoyment.          
Like shooting down bombs hitting your flagship and protecting the other bombers from interceptors at the same time in an Ursa because the fighter escort is too incompetient to do anything. :P

On any difficulty... :P

 

Offline Lucika

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Re: abnormal AI accuracy on Hard/Insane
I hated FS1 on hard. No shields? Oh cra-- "We've lost a pilot!
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Offline aRaven

  • 28
Re: abnormal AI accuracy on Hard/Insane
well, in my version the ships are faster as well as are the rate of fire...thats partly why the battles are over so fast here. that also distinguished the godlike accuracy of the AI. A human can never be as accurate.

when diaspora or fotg (both feature unshielded craft) are played on the hard/insane setting, there will be definately very short battles :D.

 

Offline General Battuta

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Re: abnormal AI accuracy on Hard/Insane
well, in my version the ships are faster as well as are the rate of fire...thats partly why the battles are over so fast here. that also distinguished the godlike accuracy of the AI. A human can never be as accurate.

when diaspora or fotg (both feature unshielded craft) are played on the hard/insane setting, there will be definately very short battles :D.

The AI craft aren't noticeably more accurate than humans. You just have to do some evasive maneuvers.

Believe me, play some multiplayer in a lag-free environment and you'll die faster than on Insane.

 

Offline Polpolion

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Re: abnormal AI accuracy on Hard/Insane
Just out of curiosity, you all know the point system for promotions and stuff, right? Seeing as how the player is an Officer of the GTVA and is expected to do his best to ensure the welfare of the pilots under his command, does the player lose points for every allied pilot lost that is under his command? I know if I were Alpha 1's CO I wouldn't promote him if he lost every single wing man on every single mission.
« Last Edit: February 26, 2009, 07:23:44 pm by thesizzler »

 

Offline Bob-san

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Re: abnormal AI accuracy on Hard/Insane
Just out of curiosity, you all know the point system for promotions and stuff, right? Seeing as how the player is an Officer of the GTVA and is expected to do his best to ensure the welfare of the pilots under his command, does the player lose points for every allied pilot lost that is under his command? I know if I were Alpha 1's CO I wouldn't promote him if he lost every single wing man on every single mission.
Alpha 1 is actually pretty good at making sure wingmen survive. Well, sometimes at least! ;7
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