Wednesday, 10 December 2014

Massive Chalice EP17 - AI Problems

I really love the newton's cradle thing at the start of the episode I suspect it would have been significantly more effective if I had just used a regular attack given the ramcap caber's built in knockback ability. I really don't know what could possibly get me to stop using that caber without it having a fairly significant damage nerf.

That same fight also shows that the AI really cannot handle the increased range of a Dead Eye hunter. It feels really goofy because they seem to react to being shot at from from outside their sight range. Instead it follows the standard no target in sight procedure, which is apparently move randomly and occasionally hit the scenery.

They would feel a lot less silly if they retreated, looked for cover or at least tried to head towards the source of the attack. But stand there being shot at is just very daft, I am sure there are many different ways to fix it, but I wonder if just in-engine giving enemies free sight of the character that attacked them would fix it. My expectation would be that melee enemies would head towards the attack/find what cover they can on the way, and ranged enemies would attempt to move to within range and then attack. It would make cradles significantly more dangerous since I assume they have the same kind of indirect fire alchemists do, but I can't help but feel that that also would be better.

I really have to keep in mind that I am definitely over levelled for this stage of the game, I think the expected year to start having level 10 heroes is probably more around the 250 to 275 mark, rather than the early 200s. High level heroes also means high level researchers so I am also ahead on the tech curve. This basically all stems from the timeline starting before the patch that increased building costs, I was built out and up much earlier than the game expects. If I were to start new game now, things would be pretty different.

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