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#191
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I like playing with the AI a lot and just have a few observations about it.
The first thing I would like to bring up is the way the AI seems to be "wired" to your brain when you fly against it. By this I mean when you are on an AI pilot's 6, even though he should be having a little trouble seeing what you are doing back there, they seem to move in a way that is directly dependent on your control inputs, almost as if you are controlling the AI aircraft with your control inputs. I can make almost all AI opponents do what I want to do and even fly in front of my guns with various control inputs. This lets me shoot down Ace AI that are in much faster aircraft by "commanding" them to climb and turn and scissor with my slower aircraft. I thought that the ace AI would be more realistic if a slight delay was introduced between the time you moved your controls and the AI reacted to it. Not much but enough to make it seem like they had to look at what you are doing and move their own controls during a fight. Of course I do not want to make it easy to shoot down Ace AI, I just want them to appear more human. I hope that the Ace AI are not dumbed down because noobs cry about not being able to shoot them down or escape them. I believe they should offer the experience of jousting with an actual human IL2 online Ace with many years experience, where the average player would rarely be able to shoot them down or escape their attacks. The best human opponents should be able to shoot them down maybe one out of two times, that is what would keep the sim interesting for old-timers and make a great goal and practice tool for neophytes and those who enjoy flying offline as much as on. If someone wants target practice or satisfaction let them set the AI to a lower setting than ACE. Lastly I notice that the Ace AI should be a lot more effective than they are but for some reason when they are on the tail of an opponent or target they take extra time to do some redundant and useless barrel rolls etc.. This may help them foil certain tailgunners, but when they are on the tail of an enemy fighter aircraft all it does is wastes their energy and a lot of opportunities to make shots. I still have the original IL2 installed, and the old FB also, which are both fun to play with now and then for various reasons. When fighting the Ace AI in the original IL2 a combination of their behavior and the vastly different flight/weapon models compared to IL246 makes it as interesting a challenge as ever. I would definitely say that IL246 is far better than the original IL2, but that there may be a few things worth looking at in the original IL2 AI etc. that might offer a useful perspective. Thank you for all the wonderful work that is done on IL246. |
#192
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109g6as v Lagg7 1944 ace is certainly interesting. When converging level but with him still 5km distant, if I engage WEP and start to climb he commits to another routine entirely which concedes advantage and makes him an easy kill, but if I don't climb or use WEP he goes for the head on shot. I haven't noticed him messing around much behind me though, just insanely attacking, even stalling into the deck attempting to turn much too quickly. No kill for that though ingame, more's the pity. If he's zoom climbing and you're below and in his six he will just keep climbing straight up with the usual outcome (him dead!) but will attempt 180 roll and dive as I come into gun range. All in all much more fun though.
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#193
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As you said it seems that AI has trouble seeing player's dot after a 5km distance, AI ace often seeming to see player at the very last moment which makes it lose a great part of its maneuvrablity advantage (vs Luftwaffe types, for instance). I think this is why AI doesn't follow the climb...just a theory though... Another thing, when head on La7 rarely fires at player, and when does very often misses, while player wont miss and will score (fatal wing or engine) hits: to me AI ace aiming should be far more accurate especially head on. Another interesting thing i noticed is the way AI generally avoid head on by using rolls to move out of plan: could the roll be faster, as is now it often allows player to score hits. Ai ace seems unable to aim when player (coming head on) is under its position and very close to the ground, when in this position it will never have a shot letting the engagement prolong itself when it should try to make it the shortest possible. Close to the ground, well unfortunately AI ace have the greatest problems to fight efficiently, and if you slow down there to stall speed in scissors (even La7ace 50%fuel vs Bf109G14 80%), its dead very often. AI ace doesn't seems to know how to slow down quickly and to maintain low speed enough to have firing position before player: nose-to-nose generally ends up with AI defeated. Ai overshoots way too easily, could they perhaps zoom climb or barrel roll instead of coming back in scissors, exposing themselves to canon fire? When AI sits in player's six following him in a diving spiral, AI seems to hesitate and disengages when a properly flown La7 would easily follow the maneuver (lag pursuit) and use its superior rate of turn and acceleration to keep position right on player's six: now he's leaving too soon, giving lots of degrees for free (sometimes even its 6 low), as if it lost its orientation, this prolonging the fight. AI La7 ace (but so far i noticed this with all the good turners) will never try to shoot at an (moderately far to far target) extending player to force a break turn and have easy kill. Instead it stays patiently behind waiting for the wingover and the fatal (read above remarks) head on pass. Also AI ace doesn't like neg G maneuvers, this can cause them to hit the ground apparently without reason (i thought it could be elevator trim related?). Same seems to occur when player snap rolls into a high speed turn close to ground (perhaps due to AI GLocking?). I also noticed P40 early(flying tigers version) vs Ace Ki43: Ki43 seems to have a sort of unstability in the rolling axis, and i guess this makes him often miss when he's shooting. Other than that the other remarks also apply to this case. Seems like AI aces don't like the high speed fighting of p51 when fighting them under 1000m with the 'Stang and to my surprise and fun, they often hit the ground for no reason. two times i witnessed Ki43 pilots bailing out without giving a fight!lol The "slow speed close to the ground" fight is in general fatal to AI ace, i noticed that too while flying bombers against Ace La7. Perhaps this was a feature to allow bomber pilots a chance in offline campaigns. Fighters Aces take alot of hit against human controlled gunners, would be nice to see them actually attack more vulnerable parts from higher speed/angles, just like human ace do. The zoom climbs and hard turns are new things i find great (i don't know why but reminds me of AI in LockOn when you fight canon only ![]() I cannot wait for the improvement, i'm really impressed so far, it's very nice what you guys at TD manage to get out of this game: you have my gratitude for this. I also felt that the weight limit for AI aces seemed to be 50%, under this why no maneuverability gains? Last edited by RegRag1977; 09-21-2012 at 06:22 PM. Reason: so many typing mistakes |
#194
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Humans online have way more experience in gunnery and maneuvering than any of the top WWII aces and and make maneuvers without feeling strain on their bodies, or with fears of death. If mission planners are going to use Ace AI, it should be at a level consistent with reality. The primary focus should be immersion. If you want it to, the AI can feel very convincing, but if you look for ways to exploit it, you will never be satisfied with any version of an AI - it's simply not possible to make something like that which runs on a PC. If you want to have a super-challenging fight where you can't just "game the game" with the AI, you can play online with everyone else. Otherwise, there could be a fifth AI mode called "uber" which acts more like a human sitting at a PC console. Mission builders could use that for arcadey 1 vs 1s, and leave the rest of the AI levels for more plausible scenarios. However, that too will be exploited and deemed too easy within months, I think. |
#195
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I hope this can be fixed in the future.
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#196
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#197
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AI doesn't always know where the enemy is, I've bounced them numerous times. That's one of the features of the improved AI. Attacks from behind and below do work, but only every now and then. AI often reacts to threats at their six because they are being warned by their wingmen, or are aware of the fact that you've just gotten to your six before you reach a spot where they can't see you. AI performs search manoeuvres, and also manoeuvres in order to maintain or re-establish visual contact.
Personally I prefer to have AI maybe a bit more aware than human pilots of equal skill, because as soon as you find a way to reliably beat AI the game becomes boring. AI completely incapable of defence against an attack from low six would be exactly that. I'm happy they manage to react to this threat, even if maybe a bit too often. |
#198
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I agree that no pilot in WWII probably had as many hours flying combat as some have flying IL2. I still fly online and still get shot down as much as I shoot others down, there are a lot of good pilots out there. It would just be fun to not have to go online at certain times and places for that experience. There is not always others flying online on the servers I like to fly on. Just like a chess master playing a computer, it would be intriguing to see if within the limits of the IL2 flight models and hard settings, how tough the AI could be made. It is fine and dandy now, and I am grateful for all the efforts through the years put into the sim. I try different things for fun though, like ont to four biplanes vs. four LA7s and other stuff like that and I noticed that the biplanes can win because the AI will not use the superior speed of their aircraft or other advantages it has, they will try to turn with aircraft it is impossible for them to turn with, which any real WWII ace would not do, even those with much fewer hours than good IL2 online players. Not trying to complain, just thinking out loud.......S! |
#199
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1 on 1 te AI is great.. very challenging .. much improved.. but those friendlies.. |
#200
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I understand the need for a challenge. I just anticipate that making the existing AI forms very challenging would break the experience of dynamic and player-made careers. If anything, the high-deflection gunnery is still too good (but as others have said, the wingmen like to do their own thing). I hope my post didn't come across in the wrong way, but it's my opinion based on a fresh perspective. I have been flying RoF exclusively for months and now I'm finding WWII crates to be speedy, unmaneuverable, and unforgiving, and my enemies are tiny dots which only get big for a fraction of a second. In short, frustrating. I have to focus more on planning and getting a good position rather than yanking and banking, which seems to be the way it was really done in the past. I don't downplay the skill and excitement of close-in fighting, but I would prefer to use the sim to step into the moment, and create plausible narratives about historical situations.
Cheers. Last edited by Luno13; 09-28-2012 at 08:57 AM. |
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