HellJumper, on 27 November 2019 - 10:28 PM, said:
so i have been going through the gameplay videos as well.
will all types of missions be like zerg rushes? as in the enemy sending in all kinds of tanks, helis, mechs, turrets at you and you just destroy them all?
also is it me or it seems that the players mech take less damage as compared to the damage being output to enemy mech...
Like prior MW titles and the majority of similar games it's mostly going to be you vs a lot of stuff.
Ayer mechs are optimized enemies are stock. Enemies tend to prioritize who's shooting them and not focus fire, however as you're usually out tonned significantly and you've got to pay for your repairs and the enemy doesn't I see the logic in it.
Getting the AI to focus fire and prioritize damaged locations is absolutely possible from an AI perspective and not particularly resource intensive in open environments so if that doesn't already happen with high skilled enemies in the campaign it'ss modable.
Just realize it'll up the risk dramatically - however I can see that being combined with higher salvage. So you're going to take a brutal beating more often but have more resources to repair with.
My expectations for the stock game is it's balanced for mech dads, which is fine. One of the biggest topics for discussion on the discord and here even is joystick issues if that gives you an idea of where the median is and that's okay. It's SP Battletech, it's supposed to be fun. Mods to hook up coop without epic game launcher, AI difficulty, mech modifications and new mechs/variants will almost certainly be the first ones out.
Look at Roguetech for HBS Battletech for an idea where modding can take the game. What's important is a good foundation (pathfinding, accuracy being good but not godlike, passable positioning awareness). Target designation and range preference as well as hit location priority (elite enemies aiming for damaged locations like a player would and focusing fire) is relatively simple and resource cheap. Those are decisions the AI is already making, you're just weighting them a particular direction.
Focus fire for AI will fall apart in urban settings though or it'll get messy because you'll have enemies trying to path to the focused target to get LOS and ignoring other threats or pathing stupidly. Again, AI can't "see" and with random environments there's no resource cheap way to get them to pick smart firing lanes. If it was a corridor shooter you could place hotspots for ranged mobs to prefer to shoot from but that's really not viable in this sort of game.
However there's a lot you can do with what's there. They've even got a pretty complex AI skill selection from rookie to elite already in. The pathing is good and total mob density, how many AI are active at once, seems high. The potential to mod it seems great.