
11-11-2014, 02:54 AM
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Approved Member
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Join Date: Oct 2007
Location: Northern Va. by way of Da Bronx
Posts: 992
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Quote:
Originally Posted by majorfailure
Rookie AI is below that level in many aspects - their aiming and shooting is beyond useless. And maneuvering is at best okay. What I think could and should be corrcted is their awareness, its quite a rare ocassion shooting down one of them pursuing a friendly - they seem to know or guess where you are pretty good - an ability even a regular and if in a bigger furball even a veteran should not have. Over the years I have become a better pilot - but I still lack the SA to track more than a few planes - and as a rookie I could track one plane barely - which more often than not got me shot down.
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This where for me icons and sometimes (depending on the time of day.. my morning eyes are terrible..) external.padlock helps because sometimes I just cannot see a thing. The padlock I can turn off .. but I need the icons.. I just make them tight. I don't see anything beyond 1.0 for friendlies and .9 for enemies .. bu that little bit helps.
Quote:
Originally Posted by Pugo3
I agree with and appreciate the various inputs and opinions re my inquiry, and want to state again, I think it is absolutely great that the AI are as deadly as they are in ACE mode. I would also re-emphasize that they do veer away if you stay steady and have them on dead center gun sight - I have fired a very brief burst on several occasions to deter them from continuing, a sort of warning shot if you will, and they most times veer away, again, a notable and welcome improvement from 4.10 and earlier. Of course, sometimes they take me out or we collide, no complaints here, my bad all the way!
The part I wrote about my plane veering down or away and the subsequent "magic bullets" is the aspect I mostly question. If you try this a few times in Invulnerable mode, and watch the tracers from the AI, you'll notice a pattern somewhat as if you spread your fingers of your hand as wide as possible, then altered the angle of various fingers upward and downward. Either those armament guys have performed some feat of field shop engineering, or that pilot has somehow acquired 'Jackie Chan' levels of mastery in dancing those tracers from each individual gun to cover an amazing spread up, down and sideways in a few seconds! It appears to me that the tracers are angled downward towards me while the AI aircraft is flying over me
Test this yourself and see if you find the same result; again, shells coming downward while the AI plane is in process of overflying me directly front above, and look for the 'W' spread of tracers, which of course should be parallel.
Not to worry, just thought to bring it to TD's attention, but I can live with it (adapt) either way.
p3
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Isn't that a matter of convergence though..?
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Originally Posted by Pursuivant
Sadly, that sort of ace makes for a boring game.
I don't know how exactly TD has programmed the AI, and if they will choose to make any further changes to it, but I still think that the best mix between realism and fun is to have different levels of aggression compared against different levels of various traits/skills such as gunnery, vision, situational awareness, G tolerance, etc.
Select for cautious aggression, superior distance vision, air tactics, situational awareness/tracking ability, and gunnery skills and you get your "realistic" ace. Select for reckless aggression, superior flying, situational awareness, and gunnery skills to get your "fangs out, hair on fire" dogfighter ace who goes out in a blaze of glory. QMB would automatically have the latter sort of Ace AI. FMB or campaigns could have the realistic type.
Maybe that comes a bit too close to "role-playing" for some folks, but if you're going to realistically model the human element, you have to start modeling human traits, including the basics of human mental and emotional traits.
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What I would like to see them do with the AI is make it possible to assign a specific pilot level to each individual AI... in the QMB as well .. Right now you can only do it in the FMB.. Even if they found a way to make QMs editable in the FMB .. but as it is now when you assign a skill level to a pilot it goes to the entire flight in the QMB... and truth be told.. there are a lot of folks who still just jump in the QMB.. or online more than anything else.. I never was one for campaigns...
I have found that when you mix up the AI on an individual basis you get a much more interesting fight on your hands..
Quote:
Originally Posted by majorfailure
I don't know if this necessarily is the case. Wouldn't that be similar to fighting a cautious but good human opponent? If not ALL ace AI would behave the same, a very challenging opponent for occasional duels. And maybe he would even be easier to escape from, as his cautiousness would forbid him from following you at all costs, he would rather keep his superior position. And some cautiousness wouldn't hurt the AI all across the board - and at least the better AI could once in a while try to avoid a fight at bad terms. Or to just get away when they see the fight is not going their way.
And another thing AI usually is bad - using a speed advantage. Planes like Bf109 in AI hands are not employed well against nimble but slow opponents - and I think at least regular to ace AI should know a little about what their plane is good at - veteran and ace to some degree what the enemy planes are bad at. They should of course not be omniscient. Maybe too complicated, but say an ace AI has virtually brought down 10 P-40 in his Bf109, then he should at least know he can outclimb them, and maybe know he is usually faster - and has a little disadvantage turning and rolling.
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Sometimes it seems to me that they knopw just all that!! But maybe that's because I am still so bad after all this time..LOL.
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