Ai Improvement
#1
Posted 01 January 2020 - 07:16 PM
Short range: AI for short range predominant mechs. Would close in and circle (current AI)
Medium range: AI would try to use cover and movement to stay out of short range. Most AI in the game
Long range: AI would jump and move to remain at long range, for mechs with PPC, AC2, LRM etc...
For mechs with mixed loadouts the AI cold be randomly selected. Also would need a switcher if ammo ran out or the weapon at the appropriate range was lost (PPC lost converts to medium range)
From the player standpoint I would like to be able to apply an AI setup to each lance mate and have commands to change their engagement class.
Finally Falcon 4.0 had several AI controls in place for some sort of strategy. I wish this game had pincher, stay on wing, an similar controls for the AI.
#2
Posted 02 January 2020 - 12:22 AM
As far as lancemate AI, I find it frustrating that a lot of mechs I've built to tank simply won't close distance and sit back firing their longest range weapon. It's pretty frustrating watching your Atlas with the SRMs standing out of SRM range firing only his Autocannon. Personally, I find that the only way to get your lancemates in to tank at higher weights is to use waypoints to force them forward.
Of course, your mileage may vary.
#3
Posted 02 January 2020 - 01:03 AM
Is that too much to ask?
Right now, they are more hazardous to the defending structures than the enemy..
#4
Posted 02 January 2020 - 02:53 AM
On many missions my AI drones are more dangerous to each other than the enemy.
Number 4 (the "rearguard) loves to shoot the rest in the back.
I've lost Number 2 and 3 several times when Number 4 alpha striked them in the back with an Atlas.
90% of the back armor damage is due to friendly fire.
#5
Posted 02 January 2020 - 07:41 AM
#6
Posted 02 January 2020 - 05:38 PM
#7
Posted 02 January 2020 - 06:55 PM
https://mwomercs.com...attack-for-mw5/
#8
Posted 03 January 2020 - 12:39 AM
#9
Posted 03 January 2020 - 03:38 AM
FRAGTAST1C, on 02 January 2020 - 06:55 PM, said:
https://mwomercs.com...attack-for-mw5/
Voice attack sounds great, but as I mostly play while my Fiancee is sleeping behind me, it would be counter-productive to her sleep cycle
Would be great to have such a feature in-game though..
#10
Posted 03 January 2020 - 03:49 AM
Fippy Darkpaw, on 02 January 2020 - 12:22 AM, said:
There's a total of 11 combat strategies, though some are just variations of others such as "ranged Circle" "Circle" and "Tank Circle" (referring to tanky mechs) and "brute force tank circle"
There are an additional two for lancemates (related to formation and engaging while moving to a set destination).
Yes, they can retreat though a few things will basically override that; one of them being proximity (if you're too close they won't run away).
#11
Posted 03 January 2020 - 03:52 AM
Some assault mechs like the Atlas K will also use this strategy, though Atlas K is capable of switching between it and a couple of others.
Mechs choose their strategies based on loadout and a couple of other minor factors.
This said, you can pretty much derp them out. For example if they're doing a circle of death, move so that there's a hill in their circle and they'll derp out to a crawl letting you nail in nasty shots and from there rush them. They'll be locked at a slow rate of speed as they try to figure out what to do since they can't get the circle going again.
#12
Posted 03 January 2020 - 04:30 AM
Necroconvict, on 03 January 2020 - 12:39 AM, said:
If you have an iPad, get TouchControl and create your own command/control panel. As a bonus, you can even use voice control when combat gets hairy.
Edited by Mystere, 03 January 2020 - 04:30 AM.
#13
Posted 04 January 2020 - 09:11 AM
I personally have not seen teammates or enemies with PPC or other long range weapons try to engage at a range that would minimize damage to themselves and maximize their weapon's potential. However, maybe I have just failed to notice this. I also have so far not seen the AI engage jump jets so far. I would love to see a spider use its speed to attack jump away and then return to reengage, instead of just circling me--As an aside I now it would be unbalancing to have in MWO but I wish in this game jump jets accelerated you much quicker up and forward to minimize targeting; currently they are so slow they don't really make it hard to target a mech. This could be balanced by a 2 second balance recovery on landing where you couldn't move . Also I have not noticed the AI using cover in any engagements.
I like this game and feel it is fun, and also realize AI is very limited in the real world. MWO engagements show how mechs should really be used. It is probably not replicable, but I would love to see at least a few human-like tactics available.
#14
Posted 04 January 2020 - 11:32 AM
Oraeon1224, on 04 January 2020 - 09:11 AM, said:
I personally have not seen teammates or enemies with PPC or other long range weapons try to engage at a range that would minimize damage to themselves and maximize their weapon's potential. However, maybe I have just failed to notice this. I also have so far not seen the AI engage jump jets so far. I would love to see a spider use its speed to attack jump away and then return to reengage, instead of just circling me--As an aside I now it would be unbalancing to have in MWO but I wish in this game jump jets accelerated you much quicker up and forward to minimize targeting; currently they are so slow they don't really make it hard to target a mech. This could be balanced by a 2 second balance recovery on landing where you couldn't move . Also I have not noticed the AI using cover in any engagements.
I like this game and feel it is fun, and also realize AI is very limited in the real world. MWO engagements show how mechs should really be used. It is probably not replicable, but I would love to see at least a few human-like tactics available.
Considering that formation is an AI behavior tree which assigns positions based on lancemate number (so lancemate 1 is to your left, lancemate 2 to your right, and lancemate 3 is behind you -- example not necessarily actual positions), it should be relatively easy for a modder that has the knowhow to add additional command-trees to the menu to add in additional formation behaviors. The issue of them leaving formation is some strategies kind of take over...
Myself I'm not adding that to my workload, I'm at 199 weapons and I'm still not done and then when I am I gotta distribute them onto mechs and the universe....but I'm sure someone will make that mod.
You can force long range engagements by making it so that mechs exclusively have LRMs, PPCs, etc. AC/2s, ER Large Lasers, Large Lasers, and AC/5s can also illicit these behaviors. The requirement is to have at least 2 of the same weapon, and do not have them in formation (as formation overrides the "I shouldn't get close" aspect.) Enemies with these setups exhibit the Ranged combat behavior.
I'm not certain how to force the cover behavior, but I have seen enemies do this. (The Atlas K in particular).
#15
Posted 04 January 2020 - 11:39 AM
Have seen Jagermech, and Blackjack perform the cover behavior but they will lose this behavior once you get too close. So I suspect it's related to range + proximity of structures?
#16
Posted 04 January 2020 - 12:38 PM
Oraeon1224, on 01 January 2020 - 07:16 PM, said:
Short range: AI for short range predominant mechs. Would close in and circle (current AI)
Medium range: AI would try to use cover and movement to stay out of short range. Most AI in the game
Long range: AI would jump and move to remain at long range, for mechs with PPC, AC2, LRM etc...
For mechs with mixed loadouts the AI cold be randomly selected. Also would need a switcher if ammo ran out or the weapon at the appropriate range was lost (PPC lost converts to medium range)
From the player standpoint I would like to be able to apply an AI setup to each lance mate and have commands to change their engagement class.
Finally Falcon 4.0 had several AI controls in place for some sort of strategy. I wish this game had pincher, stay on wing, an similar controls for the AI.
Just came across this vid:
From what I see there, the AI doesn't seem to be half bad.
#17
Posted 04 January 2020 - 12:48 PM
Hawk_eye, on 04 January 2020 - 12:38 PM, said:
Just came across this vid:
From what I see there, the AI doesn't seem to be half bad.
AI tactics are determined by the loadout, size of the mech, and a few other minor conditions.
There's also locked/unlocked behaviors based on pilot skills.
Also, they try to maintain at least 270 meters unless they have weapons that require them to be closer.
Edited by Koniving, 04 January 2020 - 12:50 PM.
#18
Posted 04 January 2020 - 04:02 PM
cszolee79, on 02 January 2020 - 02:53 AM, said:
On many missions my AI drones are more dangerous to each other than the enemy.
Number 4 (the "rearguard) loves to shoot the rest in the back.
I've lost Number 2 and 3 several times when Number 4 alpha striked them in the back with an Atlas.
90% of the back armor damage is due to friendly fire.
Judging by my years in MWO real human players are just as bad as removing as much friendly armour.
So by that measure the A.I. is pretty realistic.
Edited by mad kat, 04 January 2020 - 04:09 PM.
#19
Posted 05 January 2020 - 06:58 AM
F1-F3
F2-F3, F3-F3, F4-F3..
You are the Commander, after all..
#20
Posted 07 January 2020 - 03:00 PM
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