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Suggestions / Re: Hyperion - teleport soft flux
« on: September 07, 2012, 08:44:09 AM »
AI clearly doesn't use Hyperion's teleport to full strength. And at least to me it also seems that removing 5 sec cooldown made AI even less proficient. Previously using it as soon as cooldown allowed was often the correct decision and AI has been doing exactly that. Now this judgment is substantially harder...
Still there are a few thing that could seriously improve Hyperion's AI:
1)Don't teleport in front of enemy guns(that often happens due to Hyperion misjudging distance and trying to jump on target from too far)
2)Don't wait for projectiles to hit it. If projectiles will do more hard flux than teleportation costs or are going to hit hull(from behind), AI needs to jump.
3)Actively use shield bypassing against large flux-efficient targets(Defending AI can't raise shield in previously unshielded direction quickly enough to block first shot after teleportation, though i suspect this has more to do with how AI handles shields, than being inherently impossible)
4)Chain teleport in several situations (at least: quick capping, getting enough distance to safely vent flux, simply covering long distances)
5)Fighting against another Hyperion(more broad: phase teleporter) is a very special case and can't be decently handled by AI unless specifically coded for. Skimmers also need a bit special handling.
Otherwise Hyperion is going to be player-only ship, because under current AI control it's simply not worth 15 FP...
Still there are a few thing that could seriously improve Hyperion's AI:
1)Don't teleport in front of enemy guns(that often happens due to Hyperion misjudging distance and trying to jump on target from too far)
2)Don't wait for projectiles to hit it. If projectiles will do more hard flux than teleportation costs or are going to hit hull(from behind), AI needs to jump.
3)Actively use shield bypassing against large flux-efficient targets(Defending AI can't raise shield in previously unshielded direction quickly enough to block first shot after teleportation, though i suspect this has more to do with how AI handles shields, than being inherently impossible)
4)Chain teleport in several situations (at least: quick capping, getting enough distance to safely vent flux, simply covering long distances)
5)Fighting against another Hyperion(more broad: phase teleporter) is a very special case and can't be decently handled by AI unless specifically coded for. Skimmers also need a bit special handling.
Otherwise Hyperion is going to be player-only ship, because under current AI control it's simply not worth 15 FP...