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#1
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I posted a poll at SimHQ and thought could be useful make you aware of its output (at least so far). As you can see, it looks there's still half of user disappointed, mainly for too demanding enemy AI. Honestly, I'm one of these latter. Not a criticism, would be a suggestion. Here follows the link:
http://simhq.com/forum/ubbthreads.ph...ml#Post3599699 Regards, GB |
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#2
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My squadron flies coops regularly, and the new AI has revitalized this kind of game. Maybe you should try lowering the AI level in the missions you play until you get used to it. Just don't expect to shoot down loads of enemies every miossion as you used to. I myself have had to disengage dogfight and just let them be a lot of times, just like in real life.
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#3
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In DGen campaigns it's fairly easy to adjust the AI to one's skill level by tweaking the numbers in the [Skill] section of DB file. I usually fly against something like A10,V20,N40 (10 aces, 20 veterans, 40 Normals) and can stay alive long enough to enjoy a given campaign. I also learned to expect a violent counterattack the moment I shoot down one of theirs
The only gripe I have about the new AI is their deflection shooting skills, which seems a bit too good in high-G turning fights. Perhaps the AI should have a limiting factor equivalent to human's blacking out. |
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#4
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In my view, it's not that the enemy AI are too good in 4.11, but that the friendly AI aren't up to scratch. The enemy AI may have always been better than the friendly AI but since 4.11 the difference is striking.
/ Stig |
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#5
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Thanks for your comments.
Indeed, I set AI=Easy in DGen Options and still a single error of mine causes my death in game. I don't expect racking up lots of victories in each mission but often just to survive (even if I fail a move...). I linked poll thinking this raises question level from opinion confrontation to statistic. |
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#6
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In the matter of friendly AI having an inferior performance, I agree. Even if I could just tell my Stuka Flight to correctly perform a low level attack on a truck column, and not just drop bombs anywhere with no reason, I would be glad.
Something that would be awesome for 4.12 is that you could tell your attack flight which profile to use (dive, level, shallow dive, skip bomb, etc.). Nowadays the AI attacks correctly only if you stick to the aircraft Java code role (a Stuka won't strafe even if it finds a light truck column, for example). And having your flight identify a target when you don't use padlock is a little hard.
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#7
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Quote:
Nevertheless I'll try to improve their behavior, it is funny though that since the introduction of new shooting model into the development version, about year ago, I'm constantly decreasing AI shooting ability. Quote:
But there is a one other important difference, AI guys understand each other and they do their thing. It is different with human leader, players should ,in general, communicate with their AI friends more. If player is a leader he should act as one and tell AI what to do but at the same time he should take care to put his AI friends in the position where they can execute given orders. Few weeks ago I played some coops with Microwave and in one of the missions I was in the FW190 with Spit on my tail. I called my AI wingman to help me but as long as I was maneuvering wildly AI was not able to follow me. Than I just did what I would do with human wingman, I set my plane in gentle turn, far enough to stay safe but close enough to enemy AI to keep him interested. I repeated the order to my wingman to cover my butt and it didn't take long before he was right behind the enemy AI and blew him from the sky, perfect Drag & Bag, bread and butter of human Focke Wulf pairs. Another "problem" with AI is that every player expect different thing from them, it's hard to please everyone.
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#8
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I'm willing to communicate with my AI friends more, provided that I have some commands, like that 'Anyone help me!', under one key. In a dogfight I'm usually too busy to select a proper command from the list.
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#9
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Quote:
Since we're on the topic of commanding AI. It would be nice if some of the gunner AI routines could be ported to wingman commands. For example, having your wingman be able to tell you to "break left/right" or "stop that" (if you're maneuvering too wildly for him to follow you). If DT wanted to get really funky with the AI routines, they could include the following: 1) Ability to give warnings to ANY airplane in your flight/squadron - even if you're not in command. A) Give the player the ability to warn of incoming enemies (currently you can't "call out" bogies if you sight them first - although the AI is generally good about sighting). B) The ability to tell any airplane to climb/dive/break/evade if they're about to be attacked by surprise. 2) The ability to reassign AI under your command if you take losses. For example, if you lose 2 planes from your squadron, instead of each remaining plane flying solo, you can reassign them to make one pair of wingman and lead. 3) Better ability to communicate with your lead if you're wingman. In addition to the evasive and sighting commands in Suggestion 1, there should also be commands like, "I can't follow you.", "Can't comply.", "Slow down." and "Continue present action." Unlike standard commands, your lead doesn't necessarily have to follow them. 4) The ability to specify particular offensive and defensive tactics for your section/flight/squadron - things like "Thatch Weave" or "Lufberry Circle" and whatever the period name for "Drag and Bag" was. 5) Some ability for the player to program AI behavior - allowing him to make custom formations or implement his own squadron/flight tactics. 6) Some control over AI landing routines - so a flight/squadron leader can command badly damaged planes to land first/divert to auxiliary airfield. 7) Ability to command AI planes to leave the fight - i.e., "Break off," to stop attacking. "Go home," to leave the fight and return to base. "We're scrubbing the mission," to tell your entire squadron/flight to return to base without engaging the enemy - this is appropriate if planes in your flight/squadron collide or get badly shot up by flak before you ever reach the target, making it suicidal to continue. 9) Differences in AI pilot behavior - especially for campaigns. Some pilots might be slightly better or worse at flying or gunnery than their nomimal skill level would indicate. Some might have better or worse eyesight - limiting or improving spotting ability (e.g., Greg "Pappy" Boyington's eyesight wasn't all that great - he often left the job of spotting distant bogies to the rest of the pilots in his flight). Some might be particularly reckless, prone to panicking in a crisis or outright cowardly. Some might be "by the book" while others might be willing to innovate new tactics. Actual "personality" for the people in your squadron would be fun, and give you even more incentive to keep your squadron-mates alive. |
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#10
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There was a bug in 4.11 which resulted in AI planes under the player command to be less aggressive than the enemy and friendly AI which are not under player command. That's fixed in 4.11.1 and there should be no difference in behavior between friendly and enemy AI.
But there is a one other important difference, AI guys understand each other and they do their thing. It is different with human leader, players should ,in general, communicate with their AI friends more. If player is a leader he should act as one and tell AI what to do but at the same time he should take care to put his AI friends in the position where they can execute given orders. Few weeks ago I played some coops with Microwave and in one of the missions I was in the FW190 with Spit on my tail. I called my AI wingman to help me but as long as I was maneuvering wildly AI was not able to follow me. Than I just did what I would do with human wingman, I set my plane in gentle turn, far enough to stay safe but close enough to enemy AI to keep him interested. I repeated the order to my wingman to cover my butt and it didn't take long before he was right behind the enemy AI and blew him from the sky, perfect Drag & Bag, bread and butter of human Focke Wulf pairs. Another "problem" with AI is that every player expect different thing from them, it's hard to please everyone.[/QUOTE] In 4.11.1 have lately for the most part been playing 4 vs 4 in QMB. When we engage the AI I have to order them to attack otherwise they just follow me around. On quite a few occasions I have checked six to see my wingman there as he should be, but a bandit is flying right past him onto my tail! The wingman doesn't shoot at the bandit or even warn me. There seems to be a whole different level of cooperation between the enemy AI compared to the friendly. Which is a good thing, they are a real challenge, and if the friendly AI were on a par with the enemy AI it would a make for an even more immersive experience. /Stig |
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