Believe me, I want the AI to get to the point where it can outsmart players. Anyway, very glad to help fix this, will make the AI more interesting.
Well, that's an unattainable ideal - but yeah. The smarter the better, just have to watch out for diminishing returns. At some point, spending X number of days for a small improvement just wouldn't be worth it. The good thing is that combat is generally nailed down now, so ship systems should be the last AI-disrupting major feature.
Interesting, tomorrow can we get an explanation of the bugs you mentioned? Also, goodnight!
It turns out that the code evaluating which missiles are threatening didn't exclude unguided missiles fired by your ship. It was a really old bit of code, and it'd worked all this time, so I was not inclined to suspect it... What's interesting is the Onslaught's launchers, set far back, are the only case I can think of where the effects of this are easy to see - because the missiles happen to pass right next to the center of the ship. And even so, it takes the Omni Shields mod to really see it. I suspect that this'll have a generally beneficial effect on the AI, though - the less-visible cases were probably also detrimental.
It's tiny, super manueverable, and is capable of throwing the Force at people. Who needs shields?
I have to admit that under player control and some aug'd engines, the super tight controls mean that it's hard as hell to hit. Hard enough in fact I'm unsure whether the shield hit will hurt it overly
Just took a second look at it and noticed it had 0.4 absorb ratio on its shields. This combined with its speed is problably the reason for the nerf. Problably not be a major nerf either, most likely a smaller adjust.
Yeah, exactly. It's still very survivable, but hopefully not to a point where it's almost impossible to kill even with something that *should* be overwhelming, like the Hammerhead + dual kinetic mediums + ammo feeder.