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General Discussion / Griffon really does suffer from a case of "bad AI"
« on: June 26, 2021, 07:56:17 PM »
Slap yourself together a quick 2 s mod griffon build: eccm(s) hardened Shields (s) Solar Shielding Flux Distributor
4 x dual machine guns on the flanking small ballistic ports
1x dual flak cannon on the front slot
2 sabot SRM on the side medium ports
1 sabot SRM on small front port
2 breach SRM on the front small ports
1 Hammer Barrage on the front large port
Grab someone with missile spec and take it into sim.
Player controlled you can body a Conquest in about 15 seconds.
AI controlled? It might not even win.
It refuses, under any circumstances, to fire its sabot SRMs, no matter the weapon grouping. If you put the sabots on Auto, it will immediately switch to that group and disable the auto and then refuse to fire.
Don't get me wrong, I'm not expecting the AI to be as good as a player. But this is beyond the pale in terms of how disappointing and frustrating alike it is.
There are companion problems. You can set these up pretty easily. For instance, build a kinetic ship that's very good at causing overloads and then give it some explosive weapon damage type options to follow up on that overload? It will just sit there, staring at the overloaded ship and not fire. Not even if its below 1/2 flux, full hull, and pointed right at the overloaded ship. There's no mitigating circumstance, there's no other ships to confuse it. It is either poor design or intentional sandbagging. Because the enemy fleet AI will NOT behave this way. If you or one of yours overloads, all nearby enemy ships will turn on a dime and have at you with whatever burst DPS they can sling.
Please consider making this something to review for future release iterations.
4 x dual machine guns on the flanking small ballistic ports
1x dual flak cannon on the front slot
2 sabot SRM on the side medium ports
1 sabot SRM on small front port
2 breach SRM on the front small ports
1 Hammer Barrage on the front large port
Grab someone with missile spec and take it into sim.
Player controlled you can body a Conquest in about 15 seconds.
AI controlled? It might not even win.
It refuses, under any circumstances, to fire its sabot SRMs, no matter the weapon grouping. If you put the sabots on Auto, it will immediately switch to that group and disable the auto and then refuse to fire.
Don't get me wrong, I'm not expecting the AI to be as good as a player. But this is beyond the pale in terms of how disappointing and frustrating alike it is.
There are companion problems. You can set these up pretty easily. For instance, build a kinetic ship that's very good at causing overloads and then give it some explosive weapon damage type options to follow up on that overload? It will just sit there, staring at the overloaded ship and not fire. Not even if its below 1/2 flux, full hull, and pointed right at the overloaded ship. There's no mitigating circumstance, there's no other ships to confuse it. It is either poor design or intentional sandbagging. Because the enemy fleet AI will NOT behave this way. If you or one of yours overloads, all nearby enemy ships will turn on a dime and have at you with whatever burst DPS they can sling.
Please consider making this something to review for future release iterations.