Would Ai Operated Mechs Make A Difference?
#1
Posted 05 March 2015 - 06:30 AM
Those are just my thoughts though. What do you think?
#2
Posted 05 March 2015 - 07:05 AM
You should not be using TG to determine if you can hit the enemy. You should be using TG to make sure you can hit the specific part of the mech you want. It's not enough to kill the Atlas, can you take out his gun shoulder while moving full speed at obliques? Can you ear the Catapult from 900m away while moving? How quickly can you kill all the opponents on a given map without stopping and without overheating? Can you do all these things without staring down your target?
The trick to using TG properly is knowing what you should be accomplishing.
#3
Posted 05 March 2015 - 07:38 AM
#4
Posted 05 March 2015 - 08:04 AM
The computer has to be drilled to comprehend and be ale to respond to build layouts, situations and how to optimize their own play. Just on the level of a stock CN9-D bot vs a CN9-A bot, the computer has to immediatly understand primary threats and how to respond to them. For example how to move for cover when the missile warning comes up, predicting when your enemy will shoot and twisting accordingly.
#5
Posted 05 March 2015 - 10:19 AM
SnagaDance, on 05 March 2015 - 07:38 AM, said:
Hehe , sorry but this was proven to be players trolling , they did say that this year, near the end, will try to create tank, helicopter AI and mby next year a functional mech AI.
Edited by Nik Reaper, 05 March 2015 - 10:19 AM.
#6
Posted 05 March 2015 - 10:26 AM
SethAbercromby, on 05 March 2015 - 08:04 AM, said:
The computer has to be drilled to comprehend and be ale to respond to build layouts, situations and how to optimize their own play. Just on the level of a stock CN9-D bot vs a CN9-A bot, the computer has to immediatly understand primary threats and how to respond to them. For example how to move for cover when the missile warning comes up, predicting when your enemy will shoot and twisting accordingly.
In MWO, if it didnt just auto aim everyone with a 60pt PPFLD like we do, it wouldnt stand a chance. sadly...
#7
Posted 05 March 2015 - 10:34 AM
It's helped me with hitting a target with PPC from a distance when I see it for less than 2 seconds. "Move move move.. *blip* enemy sighted FIRE LONG RANGE WEAPON! *hit target* continue moving behind cover to other destination."
Perfect example would be the HPG..*forgets the name of the map that has the Simon Game under the giant satellite dish* where you enter the arena and your enemy is sometimes looking right at your entry point waiting for targets to start popping out.
Sure it's boring to walk up to the targets in the TG and hit them 'til they die but that's not utilizing the TG or training/honing your skills to the full potential.
It would be cool if they implemented the feature Mechwarrior 3 had where you can fight wave after wave of AI controlled 'mechs but until then might as well try dropping in each map with your weapon configs to see how well they handle in hot conditions while moving at full throttle, alpha striking or pushing the limit. That way you'll have a better idea of how well your 'mech's weapon config will hold up in your future battles against other players.
#8
Posted 05 March 2015 - 10:40 AM
RazorbeastFXK3, on 05 March 2015 - 10:34 AM, said:
...
It would be cool if they implemented the feature Mechwarrior 3 had where you can fight wave after wave of AI controlled 'mechs but until then might as well try dropping in each map with your weapon configs to see how well they handle in hot conditions while moving at full throttle, alpha striking or pushing the limit. That way you'll have a better idea of how well your 'mech's weapon config will hold up in your future battles against other players.
This would be ideal, if improved, do not forget that in mw3 you could kill any AI mech by just using an ultra 10 and sweeping the legs , so much place for improvements there .
#9
Posted 05 March 2015 - 11:14 AM
Since helicopters don't have to maneuver over terrain features, the movement is realatively simple to code.
#10
Posted 05 March 2015 - 11:59 AM
Nik Reaper, on 05 March 2015 - 10:19 AM, said:
Hehe , sorry but this was proven to be players trolling , they did say that this year, near the end, will try to create tank, helicopter AI and mby next year a functional mech AI.
So why is post #6 in this thread from someone from PGI saying it was them? http://mwomercs.com/...uicide-hackers/
I was really hoping they were developing this on the sidelines.
I don't think they should be as advanced as SethAbercromby describes them (did any previous mechwarrior game have AI that good?). But I'd be happy with coming for you without running into walls and attempting to keep you in their torso reticule. They should not be as good as competent human players.
Not that I find a personal need for them mind you, but I think they could really help with the new player experience and they could be an interesting addition to future scenarios, running besides human players as allies even for instance.
#11
Posted 05 March 2015 - 12:03 PM
SnagaDance, on 05 March 2015 - 11:59 AM, said:
So why is post #6 in this thread from someone from PGI saying it was them? http://mwomercs.com/...uicide-hackers/
I was really hoping they were developing this on the sidelines.
I don't think they should be as advanced as SethAbercromby describes them (did any previous mechwarrior game have AI that good?). But I'd be happy with coming for you without running into walls and attempting to keep you in their torso reticule. They should not be as good as competent human players.
Not that I find a personal need for them mind you, but I think they could really help with the new player experience and they could be an interesting addition to future scenarios, running besides human players as allies even for instance.
You see no need for AI tenks and helicopters to give smaller mechs some extra objectives... it would be a sad day if it is so X) .
( PS. : if you compare tenks of same weight as mechs , if they have a fusion engine they are hands down better, they have a lot more armor on fewer hit locations, but have a lot less internal structure + a low profile and high mounted weapons, on wounder we use tanks today X) ) .
Edited by Nik Reaper, 05 March 2015 - 12:04 PM.
#12
Posted 05 March 2015 - 12:13 PM
#13
Posted 05 March 2015 - 12:35 PM
BigBadVlad, on 05 March 2015 - 12:13 PM, said:
Normaly I would say no, as the kind of needed AI is not very advanced so not very taxing, but If it's PGI 1.0 unoptimised version I expect every pathfinding problem, geometry cliping and so on to crush the game, or burn out the cpu with memory leak or toture calculations x) .
#14
Posted 05 March 2015 - 01:27 PM
Although the thing that annoys me most about the training grounds is that you can't pull up the map by hitting "B". It would be nice to see where you are when exploring.
#15
Posted 05 March 2015 - 02:22 PM
Voivode, on 05 March 2015 - 11:14 AM, said:
Since helicopters don't have to maneuver over terrain features, the movement is realatively simple to code.
Just hope the vehicles in this game have some tankiness to them.
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