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Post Re: Feedback on the new AI levels, swarming, placements, etc
How do capships get 600k+ bank? Mine only has like 150k, and it's supposed to have more bank than a normal dread :?

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landswimmer wrote:
ALL HAIL CYG THE MESSIAH!


Tue Nov 22, 2011 6:46 pm
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Post Re: Feedback on the new AI levels, swarming, placements, etc
anilv wrote:
shawn_mccall wrote:
[*]Speed Demon; High RoF and Speed. Can easily kill drop missiles before they reach them even if fired from 400 distance, and can put a lot of distance between the drop and themselves and the drop before they fire the laser.[Personal Experience]


I like how you count speed as an advantage against Drops...

Anyway, I disagree. If a Drop ambushes my Speed Demon (i.e., hits me with its laser before I'm aware of its presence), things can go pretty badly. The missiles are definitely not easy to kill when you aren't moving (lower RoF bonus) and only happen to have an Excomm; that I do know from personal experience. Don't tell me that I should just keep from thrusting; a tractor from the Drop or a stray Forgone will do the trick. Of course, Drops pose no threat to a Speed Demon who is prepared to take them on, but the ambush factor is pretty tough against this class.

Most or all AI in perilous space pose less of a threat to SD than Drops, and also happen to have loot tables.


I never had troubles with drops in a DS even when ambushed. You're both a better SD than I was, and running a better setup and ship so I doubt a drop has actually killed you in the last year.

Cygnus wrote:
How does a something something I cannot remember get 600k bank?


It doesn't and I never said it did, and a drop does significantly less damage than the average cap ship gunner has in shields.

I will concede that when drops were first implemented they were annoying as shit to kill. However, that was because they were unfamiliar and so they spawned a myth that they were legitimately hard to kill. After getting stomped by these a few times I went out to try to find out how to kill them and it eventually turned out that I could kill them using virtually any setup.

You see, the problem with drops is that people lose their head when they fight them and get concerned with trying to run. On my SD DS this was especially devastating because I had low shields and was just about guarunteed to take all four missiles worth of damage. When I finally went out hunting them I didn't lose it while fighting them. I sat there and calmly shot down all the missiles with whatever weapon I had at the time then proceeded to kill the drop.

I never once died. I seriously have no idea why the myth that they are difficult persists when they are one of the most genuinely easy to kill AI in the game.

Yeah if you warp with 20% shields and find one right on top of you then you're pretty boned, but that hardly ever happens and it's kind of expected if you're running around perilous with low shields.

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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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Tue Nov 22, 2011 8:06 pm
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Post Re: Feedback on the new AI levels, swarming, placements, etc
Battlecruiser23 wrote:
Drops don't need a beef. What they need is some new and unique AI. I haz three if they would get off their asses and code them in.


Link to the suggestion for these?

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Thu Nov 24, 2011 5:18 am
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Post Re: Feedback on the new AI levels, swarming, placements, etc
Madridista wrote:
Battlecruiser23 wrote:
Drops don't need a beef. What they need is some new and unique AI. I haz three if they would get off their asses and code them in.


Link to the suggestion for these?

Why did you fucking open pandora's box.....

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Thu Nov 24, 2011 5:25 am
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Post Re: Feedback on the new AI levels, swarming, placements, etc
Before they add more new AI, I'd like to see custom loot tables made for existing ones. It doesn't have to be amazing, just a few items like frogs/picks get. That's been my major complaint about drops since they were added, there's no real incentive to kill them. I think they're fine balance-wise, though, they're hardly any threat after that initial volley of missiles.

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Thu Nov 24, 2011 12:49 pm
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Post Re: Feedback on the new AI levels, swarming, placements, etc


Are you guys seriously complaining about the level of difficulty in perilous?

I remember being level 800 or so in a dread auged 2 sup resist and being about to take on like a whole galaxy full of AI. Which included drops, forgones, BGs, GBs, etc. At like 20 AI+ is when I started to have problems.

I almost NEVER see that anymore.

Simply put, Peri AI are easy as fuck, and they need to drop better loot, and there needs to be twice as much AI in peri than there is now.

- Paxx

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Thu Nov 24, 2011 1:54 pm
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Post Re: Feedback on the new AI levels, swarming, placements, etc
It's not like a 2x resist dread is the most tanky ship in the game or anything :roll:

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landswimmer wrote:
ALL HAIL CYG THE MESSIAH!


Thu Nov 24, 2011 2:15 pm
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Post Re: Feedback on the new AI levels, swarming, placements, etc
No, a 2 CapDef Throne+ is.

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Thu Nov 24, 2011 2:43 pm
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Post Re: Feedback on the new AI levels, swarming, placements, etc
Put in a higher spawn rate and higher spawn amount of AI in DF250+. There are too many DF300-400 galaxies that don't have a single AI in them.


Thu Nov 24, 2011 2:56 pm
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Post Re: Feedback on the new AI levels, swarming, placements, etc
It would be nice if, along with the normal roaming AI, there were some AI that were bound to each gal, with a fairly low respawn time. So you could fight your way though perilous, and actually have a visibly cleared area behind you.

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landswimmer wrote:
ALL HAIL CYG THE MESSIAH!


Thu Nov 24, 2011 3:27 pm
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Post Re: Feedback on the new AI levels, swarming, placements, etc
Cygnus wrote:
It would be nice if, along with the normal roaming AI, there were some AI that were bound to each gal, with a fairly low respawn time. So you could fight your way though perilous, and actually have a visibly cleared area behind you.


I like that idea. The other thing I've been thinking about adding for a long time is enemy bases in Perilous like the ones that come with the start of the universe, except that they respawn after a day or so.

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Sun Nov 27, 2011 6:12 pm
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Post Re: Feedback on the new AI levels, swarming, placements, etc
JeffL wrote:
Cygnus wrote:
It would be nice if, along with the normal roaming AI, there were some AI that were bound to each gal, with a fairly low respawn time. So you could fight your way though perilous, and actually have a visibly cleared area behind you.


I like that idea. The other thing I've been thinking about adding for a long time is enemy bases in Perilous like the ones that come with the start of the universe, except that they respawn after a day or so.

If they have any useful drops, sure.

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JeffL wrote:
because we can and it looks really cool

The Voomy One wrote:
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Runescape sucks so it doesnt count :P


Sun Nov 27, 2011 7:34 pm
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Post Re: Feedback on the new AI levels, swarming, placements, etc
Sup Jeff, some annoying f2p here but I just got mobbed by 6 infernos.


Sat Dec 17, 2011 6:39 am
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Post Re: Feedback on the new AI levels, swarming, placements, etc
Bipolar_Juice wrote:
Sup Jeff, some annoying f2p here but I just got mobbed by 6 infernos.

This is normal behaviour for infernos, smile and enjoy it. Welcome to Star Sonata.

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Blue Dwarf wrote:
Statistically, they haven't changed.

Except for the beef I gave.


Sat Dec 17, 2011 6:53 am
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Post Re: Feedback on the new AI levels, swarming, placements, etc
Camsy wrote:
Bipolar_Juice wrote:
Sup Jeff, some annoying f2p here but I just got mobbed by 6 infernos.

This is normal behaviour for infernos, smile and enjoy it. Welcome to Star Sonata.


Never happened before. The infernos weren't the problem here either lol, it was the huge fires. I ended up with 40 something.


Sat Dec 17, 2011 8:21 am
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