As Topic says.
I won the most games because ive killed the whole AI fleet on the run in one of my inhibitors... it cant be that the ai dont use his massive amounts of bombers to destroy the inhibitor on incoming...I think the ai only need one hit with all his bombers.
So ist easy to win against most AIs. Just let them kill on the run. its too easy and i think its very easy to fix...
Sometimes my english isnt the best. hope the topic works better now
You're complaining because the AI acts less A and more I? Thats not a bug, thats progress!
He's saying that the AI doesn't kill the inhibitors (the title is confusing), but that it should prioritize them so it isn't so easy to destroy large chunks of its fleet because it's trying to retreat with a 700% charge-up time.
i think you misread him... he wants the ai to destroy the jump inhibitors because after a couple times it get boring when they are just sitting ducks. hes complaining about them being to A and not enough I to do the proper things to ensure their survival... like destroying the inhibitors!
I have to agree with OP.
Yesterday there was big battle (with lots of slowdown) on one of my Asteroid Border Worlds. The Enemy (TEC) had a big fleet with several capital ships, I (Advent) had about equal force. My fleet got the upper hand, and the enemy started fleeing, however, since the PJI was intact (undamaged, even) my fleet was able to destrioy all three capital ships of the enemy fleet, and several frigates and cruisers aswell while they were trying to jump. The PJI should have a higher priority on AI's hit-list.
I on the other hand make a point of destroying all enemy PJI's first when i assault a planet, learned it the hard way..
(I know...broken record...but not everyone reads every thread...)
You know...you could play the game against real human opponents...online...just press the Ironclad Online button instead of the Single Player button...and then you'll have far more I and much less A and a much greater challenge. You can also play it online with humans against AI . You'll get to meet and chat with other Sins players and maybe you'll make some online friends. So come join the online multiplayer community and make some Sins friends.
problem with online play is it isnt actually casual enough. you pretty much have to commit an afternoon or an entire evening to play out a game of sins. whereas offline I can play the same game on and off for a week as the mood takes me. which is usually only for about an hour at a time
Should They prioritise inhibitors? Yes, when they are retreating, or planning to retreat. In fact, they should have the option to abandon their squadrons, who will continue to make attack runs on the inhibitor while the fleet prepares to jump away.
I like that idea. Commit the fighters and bombers to a suicide mission so you can get away. Too many times they come back to make the jump instead of harrasing the enemy like good little minions.
This is NOT a good idea. If the Ai is prioritized to destroy the inhibitors first they will always be destroyed making them useless.
Not true - most online games only for for 2 hours give or take...
What - prioritises it like a human would? Why the the AI behave differently to how anyone else would. Are you telling me that YOU don't take out the PJI before you run away OR as soon as you jump in system???
The Inhibitors aren't there to stop huge fleets from moving around.In my opinion, Inhibitors are supposed to make small scale irritating hit-and-run tactics ineffective due to being unable to get away.
Inhibitors have to be prioritized by the AI. In my longest game I took out 10000 frigates, most of them during battles that went like this:- AI brings a he-oooge fleet to one of my planets but doesn't bother killing the inhibitor.- I Marauder-to-Phase-Stabilizer jump my fleet to intercept.- the AI goes like "Aw !@#$% !! Eject Eject Eject!!!" and makes a run for it towards a phase line.- not killing the Inhibitor- so I just bring my level 5+ Space egg next to the enemy fleet, wait till they have their jump almost loaded and throw Gravity Warhead.- the enemy doesn't even fight, desperately tries to jump away. As soon as the ability fades off, the AI ships again try to jump away.- when they've almost loaded their jump, my space egg has Grav Warhead ready again. Rinse, repeat, for up to 20 minutes or so. - My WtfDatMustBeZillionzOfEm enforcers grind the helpless enemy ships to nails in the meantime.
So yeah, something should be done about the AI there.
Suggestion: Make jump inhibitors ~30% tougher, so they're not so easily killed, but make them somewhere near top priority for AIs and make them top priority if the AI wants to evacuate. (i.e. if they wanna run away, they should first bang the inhibitor)
Agreed, I've noticed that it just isn't too fun playing against computer players with the above mentioned tactic. Phase inhibitors shouldn't be #1 priorty, but should be very close to 1.
Easy just don't build PJI for more challenge.
My bad, yea I read it wrong. I was tired lol. I agree with him, the AI should destroy inhibitors ASAP.
You might be surprised at just how fast an online game can go. For example, a 3v3 on the large random single star map is normally decided within an hour-and-a-half and generally doesn't last much longer than two hours. If the players on the losing team are saavy they realize that the game has been decided and say "gg", then quit or surrender, giving you the victory screen. Come try it sometime. At least come to ICO just to see what's going on and to say hello to some other Sins players.
And if they did, this problem would still be there. Your attempted derailing of at least a third thread with whining about how people should go play MP is still irrelevant.
The AI is a big part of the game. This is something that should be looked at and fixed if possible.
All that is being suggested is that you can at least come online and try a comp stomp - humans vs AI. You don't know how NICE it is to have an ally (assuming they aren't a @$$) who will work with you rather then telling you attacking planet A or fighting a fleet at planet B doesn't fit in with their plans...
...in every single thread that has anything to do with the singleplayer, at all.
This thread was about an improvement for the AI. What part of that needs another championing of how a possible AI flaw doesn't matter and just come play online now?
As it is, N3rull, while I've read some of your other posts and disagreed I think you've nailed this one. An HP buff for the PJI and an AI change to either target them very early on the priority list or to at least switch focus to destroy them when the AI wants to retreat.
I disagree with a HP buff, since in multi someone could build several and you could never destroy them all before you had to retreat
But with proper scouting you should know what you are in for and prepare accordingly. At least then PJI would be something to consider in stategy.
Great thread and agree with OP fully!
Worth a hot fix if you ask me
In less sophisticated words - right now PJIs die almost instantly from any firepower. Unless somebody forgets about them or has only few ships, they are useless.That's what the OP is complaining about - the AI continuously forget and don't kill PJIs, which is death sentence for them.
What was being said about the egg earlier, I fully agree. The AI should cop on that its not being allowed to charge up its jump cycle and shift tactics.
Vasari can get PJI at tier 2, and nobody has a "decent fleet" that early. If a planet is being attacked by a cap and a handful of LRMs or light frigs, and the defenders respond quickly the attackers will lose their whole force.
Keep in mind that the longer you build up your fleet ro take out PJIs faster the longer your enemy has to build up theirs to force you into retreating.
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