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Team: Strawberry Pancakes
Main: kiko
Level: 2787
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Joined: Sun Jan 01, 2006 4:17 pm
Post Re: AI Feedback Thread
Don't know if this has been mentioned, but in C2 it seems most AI have had their range nearly doubled. That in itself has made a lot of them a lot harder.

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Wed Sep 28, 2011 12:28 pm
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Team: Evo
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Level: 20
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Joined: Sat Jul 31, 2010 4:58 am
Post Re: AI Feedback Thread
Roaming drops - a bit annoying and drop absolutely nothing.

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Wed Sep 28, 2011 4:46 pm
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Team: Strawberry Pancakes
Main: UrQa Vazuk Qii
Level: 2468
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Joined: Tue Dec 22, 2009 7:28 am
Post Re: AI Feedback Thread
syberian wrote:
Roaming drops - a bit annoying and drop absolutely nothing.


Is exactly the reason why you find them in perilous space. If they were harmless you might as well put them in Celestial Gardens.

And they drop Holy Wards with the same drop rate as forgones actually. But you do have a point, they should have some other drop table added.

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Thu Sep 29, 2011 1:50 am
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Team: The Legion
Main: Omen
Level: 1555
Class: Seer

Joined: Wed Dec 09, 2009 10:23 am
Post Re: AI Feedback Thread
Space Blue Gammas: Too hard and too numerous in DGs, they are much harder than any other AI in their level range.

Basils and MF Basils: Jeff went completely the wrong direction in reducing their laser range, now they use their pulse/bacteria/energy weapon almost exclusively. This weapon does incredibly high damage and the bacteria ignores the % to fail on diffusers and blows them immediately.

Saw/SawX: these ships force players to log out when attacked. Unless you have a 100% tracking weapon there is no way to defeat them. Please reduce the firing rate on the weapons by 4x or reduce the negative effect of the weapon.

Big Greens: They are not worth killing yet there is too many times I am forced to kill them. The resist on these ships is incredibly high, they are 3x harder to kill than a Bigger Green. When you DO finally kill them you don't get any experience for it.

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Thu Sep 29, 2011 11:13 pm
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Team: Heaven
Main: Lemon
Level: 2187
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Joined: Wed Sep 29, 2010 10:14 pm
Post Re: AI Feedback Thread
SawXs you hold S for.....stop until they go in front of you and kill them....

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Thu Sep 29, 2011 11:35 pm
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Team: Pax Romana
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Joined: Sat Dec 09, 2006 10:36 pm
Post Re: AI Feedback Thread
ELITE wrote:
SawXs you hold S for.....stop until they go in front of you and kill them....


But a new person would not know this.

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Thu Sep 29, 2011 11:38 pm
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Team: Heaven
Main: Lemon
Level: 2187
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Joined: Wed Sep 29, 2010 10:14 pm
Post Re: AI Feedback Thread
Took me a 50k out trip to realize it.

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Thu Sep 29, 2011 11:55 pm
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Team: Strawberry Pancakes
Main: UrQa Vazuk Qii
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Joined: Tue Dec 22, 2009 7:28 am
Post Re: AI Feedback Thread
Oh right. Sawtooths. Why do I at times find myself flying in a DF80-100 galaxy in Wild Space, in my Hephaestus Machine that is made to take the big hits in this game, and suddenly 4 wild Sawtooths appear, starting to shoot me without me having shot them first.

They are really aiming high at times. Of course you get a laugh the first few times, but in the long run it can become a tad bit strange.

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Fri Sep 30, 2011 3:47 am
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Team: Eminence Front
Main: Radia
Level: 1101
Class: Speed Demon

Joined: Wed Oct 10, 2007 6:04 pm
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Post Re: AI Feedback Thread
The Lost One wrote:
Oh right. Sawtooths. Why do I at times find myself flying in a DF80-100 galaxy in Wild Space, in my Hephaestus Machine that is made to take the big hits in this game, and suddenly 4 wild Sawtooths appear, starting to shoot me without me having shot them first.

They are really aiming high at times. Of course you get a laugh the first few times, but in the long run it can become a tad bit strange.

Aye, aggro AI in general need to be looked at. If it can't kill you it shouldn't shoot you.

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Fri Sep 30, 2011 11:43 am
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Team: Eminence Front
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Post Re: AI Feedback Thread
Agreed. I fly AFK and end up taking twice the time I should to get somewhere because along the way some noob AI attacked me, my slaves vaporized it and it's explosion pushed me off-course. This will often happen multiple times in a single gal, gets a bit annoying if I'm in a hurry.

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Fri Sep 30, 2011 3:49 pm
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Team: Eminence Front
Main: urzaserra2
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Joined: Wed Apr 06, 2005 1:34 am
Post Re: AI Feedback Thread
Agreed on the basils and space blue gammas. They both do a lot of damage when massed in dgs for their level. Reduce the health of the basil parasites so exterminators can actually work on them would help. We could use more level 1300+ ais too.


Sat Oct 01, 2011 3:25 pm
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Team: Death Mental
Main: ashta the 2nd
Level: 2942
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Joined: Tue May 31, 2005 3:00 pm
Post Re: AI Feedback Thread
buff 2800 wattages or nerf loot

OPEEEEEEEEEEEEEEEEEEEEEEEE

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Tue Oct 04, 2011 8:32 am
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Main: MathNerd
Level: 1428
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Joined: Wed Jun 02, 2010 2:27 pm
Post Re: AI Feedback Thread
sawtooths: triple the damage, cut the RoF by 2/3
lvl 50 traders: remove teams, remove running away
basils: will not attack anything over twice it's level, reduce parasite health, nerf RoF a tiny bit for less parasites
SBGs: are fine. they are slow and have crap range. dont make them aggro to lower levels
MF nephils: same as sawtooths, nerf tracking
Big greens: make them less tanky, increase drop rate of giant gobs to atleast 75%
Drops: add drop table
GBs. make them have a limited number of fighters, increase drop rate of garg goblets to atleast 75%

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/war Eminence Front :mrgreen:



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Tue Oct 04, 2011 5:36 pm
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Team: Heaven
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Joined: Wed Sep 29, 2010 10:14 pm
Post Re: AI Feedback Thread
SBGs in DGs are the issue, not roamers.

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Tue Oct 04, 2011 9:05 pm
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Team: Strawberry Pancakes
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Level: 2411
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Joined: Sun Jan 06, 2008 12:53 am
Post Re: AI Feedback Thread
GBs already have limited number of fighter MathNerd.

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andezrhode wrote:
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All oly ships look way to geometrically conservative for my tastes.

thats because most graphic designers are squares :mrgreen:

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Wed Oct 05, 2011 10:36 am
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