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Post Feedback on the new AI levels, swarming, placements, etc
Hi guys -

Please give me feedback on the current AI levels, how they swarm, where they are placed in Celestial, EF, Perilous, etc, so that I can make adjustments before the new uni.

Also keep in mind that I do plan on giving every AI at least one super item, so a lot of them might seem over-leveled for now, but hopefully when they get some special sauce, they're level should be more correct.

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Fri Nov 18, 2011 2:52 am
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Post Re: Feedback on the new AI levels, swarming, placements, etc
JeffL wrote:
Hi guys -

Please give me feedback on the current AI levels, how they swarm, where they are placed in Celestial, EF, Perilous, etc, so that I can make adjustments before the new uni.

Also keep in mind that I do plan on giving every AI at least one super item, so a lot of them might seem over-leveled for now, but hopefully when they get some special sauce, they're level should be more correct.

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Fri Nov 18, 2011 3:15 am
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Post Re: Feedback on the new AI levels, swarming, placements, etc
Lower level AI seem fine-ish from what i've experienced so far. Seems that with the increases in levels, though, forgies and possibly picks are now a bit too low level, a small 100-200 level boost on them wouldn't be uncalled for.

BG's are, as always, way too tanky for their level. They should be either higher level or less resistant, one of the two. Personally i prefer higher level, since they're not actually badly balanced as-is, just too low of level to be worth the bother.

EDIT: Also, I dont know if it's intentional, but there seem to be a lot more forgones in perilous, and i like that. It's a good change; i'd much rather have forgies than BG's.

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Fri Nov 18, 2011 3:34 am
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Post Re: Feedback on the new AI levels, swarming, placements, etc
Cygnus wrote:
Lower level AI seem fine-ish from what i've experienced so far. Seems that with the increases in levels, though, forgies and possibly picks are now a bit too low level, a small 100-200 level boost on them wouldn't be uncalled for.

BG's are, as always, way too tanky for their level. They should be either higher level or less resistant, one of the two. Personally i prefer higher level, since they're not actually badly balanced as-is, just too low of level to be worth the bother.

EDIT: Also, I dont know if it's intentional, but there seem to be a lot more forgones in perilous, and i like that. It's a good change; i'd much rather have forgies than BG's.


I disagree, BG's are the entry-level into peri space. Although you find more powerful Rosmaries/Basils there, BG's are the first 'real' thing that a new player will face. They do relatively low damage, which is what makes them great for new players, however, the resist is WAAY too much. Reduce the resist, keep everything else the same, would be very good.

And on that note, can we just have more Ais in perilous space, double the current would be great, is not more! It would make roamer-leveling viable again. You rarely see this anymore, but I used to love fighting 10 Forgones, 2 GBs, like 5 Drops, 4BGs and a couple vultur all at once -It's the most fun you can have in pvai imo. We need more of that, I don't want to sound like a broken record, but make perilous space perilous. However, go for the option I just described by throwing us LOADS and LOADS of Ai, rather than just putting some bullshit powerful in there. Would go a long way.

Also, more vultures in general, and roaming condors. Far to little vultures.

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Fri Nov 18, 2011 7:00 am
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Post Re: Feedback on the new AI levels, swarming, placements, etc
I dont think more vultures are necessarily a good idea...they can cause some classes a lot of trouble already!

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Fri Nov 18, 2011 11:09 am
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Post Re: Feedback on the new AI levels, swarming, placements, etc
There should be more reaver roaming AI (not grim, the single-fire ones). I'd like to see them as common as picks/forgones, they're well-balanced and a nice bit of variety.

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Fri Nov 18, 2011 12:48 pm
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Post Re: Feedback on the new AI levels, swarming, placements, etc
i have seen some low lvl ai with higher lvls, should make lvling at low lvls easy
about peril
some more AI would be better, i sometimes have to look 5 gals till i find a AI.
maybe some new ones since forgys BGs picks and wattages are getting old

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Fri Nov 18, 2011 1:21 pm
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Post Re: Feedback on the new AI levels, swarming, placements, etc
yugioh124 wrote:
There should be more reaver roaming AI (not grim, the single-fire ones). I'd like to see them as common as picks/forgones, they're well-balanced and a nice bit of variety.


Not well balanced at all imo. I kill them easily on a level 302 sniper that has 12k shields, 700 range, and 40 vis with an Urqa Ka. That's not good for any AI of that level.

There should be more of them though, but cut the Reaver Corpse drop rate to compensate. The only remotely challenging part of getting a Reaver+ is the corpses and if you raise the amount of Reavers than it will be simpler to build than a Space Blue Alpha.

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Fri Nov 18, 2011 1:59 pm
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Post Re: Feedback on the new AI levels, swarming, placements, etc
shawn_mccall wrote:
yugioh124 wrote:
There should be more reaver roaming AI (not grim, the single-fire ones). I'd like to see them as common as picks/forgones, they're well-balanced and a nice bit of variety.


Not well balanced at all imo. I kill them easily on a level 302 sniper that has 12k shields, 700 range, and 40 vis with an Urqa Ka. That's not good for any AI of that level.

There should be more of them though, but cut the Reaver Corpse drop rate to compensate. The only remotely challenging part of getting a Reaver+ is the corpses and if you raise the amount of Reavers than it will be simpler to build than a Space Blue Alpha.

What?


Sat Nov 19, 2011 5:49 am
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Post Re: Feedback on the new AI levels, swarming, placements, etc


He is saying that if they increase the amount of roaming reavers, a Reaver+ build would be easier than a Space blue alpha build. Lol


But definatly add more AI. I also enjoyed fighting off the tons of tons of diverse AI in peri :)

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Sat Nov 19, 2011 6:55 am
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Post Re: Feedback on the new AI levels, swarming, placements, etc
emperors rate of fire is insane.

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Sat Nov 19, 2011 7:03 am
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Post Re: Feedback on the new AI levels, swarming, placements, etc
Xonok2 wrote:
shawn_mccall wrote:
yugioh124 wrote:
There should be more reaver roaming AI (not grim, the single-fire ones). I'd like to see them as common as picks/forgones, they're well-balanced and a nice bit of variety.


Not well balanced at all imo. I kill them easily on a level 302 sniper that has 12k shields, 700 range, and 40 vis with an Urqa Ka. That's not good for any AI of that level.

There should be more of them though, but cut the Reaver Corpse drop rate to compensate. The only remotely challenging part of getting a Reaver+ is the corpses and if you raise the amount of Reavers than it will be simpler to build than a Space Blue Alpha.

What?


Reaver+ = Challenging build because of the 11 corpses needed.
More Reavers = More Corpses.
More Corpses = I can build a Reaver+ every single day of the year provided I have a way to get bps.

Oh, and the BPs are piss easy to get.

Understaand now?

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Sat Nov 19, 2011 5:44 pm
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Post Re: Feedback on the new AI levels, swarming, placements, etc
Rosies seem a bit too low level now. They should be a bit higher. All level 500-1500 AI should be boosted 100-300 levels, imo.

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Sun Nov 20, 2011 1:39 am
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Post Re: Feedback on the new AI levels, swarming, placements, etc
Clefts are agro, so it doesnt matter if there in the same team or not. Also sawtooths are agro to all levels, which can get quite destructive. I see lots of clefts, infernoes and ragnarocks(but not swarms). What's harder to find is goblins, but i like it that way. Good job.


Sun Nov 20, 2011 8:53 am
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Post Re: Feedback on the new AI levels, swarming, placements, etc
shawn_mccall wrote:
yugioh124 wrote:
There should be more reaver roaming AI (not grim, the single-fire ones). I'd like to see them as common as picks/forgones, they're well-balanced and a nice bit of variety.


Not well balanced at all imo. I kill them easily on a level 302 sniper that has 12k shields, 700 range, and 40 vis with an Urqa Ka. That's not good for any AI of that level.

1. I believe that alt was created before core skill points were changed.
2. You're an experienced player and you killing stuff easily doesn't really count.
3. Sniper is overpowered.


Sun Nov 20, 2011 9:49 pm
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