Ai shortcomings
Posted: Sun Nov 16, 2014 11:37 pm
I think one of the main issues with the game is ho passive the AI is : when scripted to attack, it is ok, but a when in defense, or reserve,it does a terrible job.
Once it detects a player unit, it will usually pile everything on it. That is not very subtle,but not a problem.
The main issue is that it does not scout even when enemy proximity is certain(AI unit was shot by player beyond LOS). So basically,if you hammer AI units and make sure none of yours end up in their visual range, AI will probably not do anything.
The AI could really use more scout units. And it should send a scout to acquire Sight on hex it was attacked from.
By exploiting AI passivity, I was able to pass the act 1 mission where you need to destroy AI units on objectives with the previous build (before some heavy units were written off) with minimal casualties.
If it is too late to fix the AI, just giving it more sight 4 units could do the trick.
The other issue is that for fear of retaliation, my super heavy and Titan units are usually not engaged at all, except :
When AI is scripted to assault and they block the way, or by AI units with very high Strength and penetration. So basically, if my super heavies and Titans are on the frontline, the AI units will just sit on their hands doing nothing. Even Land Raiders, terminators and centurions seem mostly safe from AI attacks. This issue may be difficult to solve the way retaliations work(as attacking stronger units that can retaliate gives them free shots), but I think the AI is a bit too risk averse in these situations.
Once it detects a player unit, it will usually pile everything on it. That is not very subtle,but not a problem.
The main issue is that it does not scout even when enemy proximity is certain(AI unit was shot by player beyond LOS). So basically,if you hammer AI units and make sure none of yours end up in their visual range, AI will probably not do anything.
The AI could really use more scout units. And it should send a scout to acquire Sight on hex it was attacked from.
By exploiting AI passivity, I was able to pass the act 1 mission where you need to destroy AI units on objectives with the previous build (before some heavy units were written off) with minimal casualties.
If it is too late to fix the AI, just giving it more sight 4 units could do the trick.
The other issue is that for fear of retaliation, my super heavy and Titan units are usually not engaged at all, except :
When AI is scripted to assault and they block the way, or by AI units with very high Strength and penetration. So basically, if my super heavies and Titans are on the frontline, the AI units will just sit on their hands doing nothing. Even Land Raiders, terminators and centurions seem mostly safe from AI attacks. This issue may be difficult to solve the way retaliations work(as attacking stronger units that can retaliate gives them free shots), but I think the AI is a bit too risk averse in these situations.