Concur...jumps from normal to hard and from hard to unfair are too big...of course, some think normal AI is broken now so I honestly would focus on fixing that first, smoothing out the difficulty jumps later...
Seleuceia
I swear I am watching confused sperm under a microscope...
Would the formation rank do anything to affect ship behavior in these circumstances?
I have gotten multiple runtime errors since v1.52 release...latest one is entirely new for me with a "R6025 - pure virtual function call"...everyone in the 5s (8 still left, 2 MDed before then) crashed... ICO has been worse...but this is still pretty bad....
Talk to stardock support....they will know more than I....PM Yarlen or Kryo they can help you....
How is stopping to shoot targets a problem? Isn't that what you want ships to do, stop and shoot at their target instead of overshooting it?
MDed twice recently, also lots of lobby crashes....
Me and Zombie understand what you are saying...you claim that TEC LF's have this problem while the other 2 factions don't... What we're saying is what we observe, which is that none of the ships have this problem you describe...what we observe is that ships tend to overshoot, which is (I would think) the exact opposite of what you are experiencing...if we are seeing ships overshooting all the time, then we cannot
[quote who="Seleuceia" reply="7" id="3377248"] Quoting JinglyGoo, reply 4lol what? Replay please. Im still yet to see AI do anything in any of the games i played. [/quote] They don't normally....this AI started as an unfair AI (aggressor if I remember correctly)...after wiping my opposing frontliner I decided to eco since, well, the only faction next to me was the AI and even Seth (who was tripled) seemed to be doing just fine... Fallen wiped out 2
[quote who="JinglyGoo" reply="4" id="3377108"]lol what? Replay please. Im still yet to see AI do anything in any of the games i played.[/quote] They don't normally....this AI started as an unfair AI (aggressor if I remember correctly)...after wiping my opposing frontliner I decided to eco since, well, the only faction next to me was the AI and even Seth (who was tripled) seemed to be doing just fine... Fallen wiped out 2 players' HWs, then did some ecoing
There are 2 things you can do when chasing a fleeing ship... One is to actually select the fleeing ship as a target....it is quite common for fast moving ships like LFs and HCs (technically flak and corvettes too, but who cares about them) to literally overshoot their target...it can happen to both fleeing ships and stationary targets (like SBs and targets holding position), though it usually only occurs with targets that recently slowed down (like a ship getting ready to phase jump).
A man had just moved into a new city and decided to try a local barber shop...the first morning he could, he went to the barber and got his hair cut...like all barber shops, there was much gossip, jokes, and stories to tell, and right before he left the barber pulled the man aside and whispered to him, "See that boy over there? He's the stupidest lad there ever was....watch!" The barber went up to the boy and put out his hands. "Now young lad," he boomed so everyone co
LRFs also don't move as fast so they are less likely to "overshoot" targets they are chasing... It's not like I've gone out and proved this, but I just don't feel there is any difference between cobalts and disciples/skirmishers when it comes to this problem...if someone is up for testing it and decisively proving it one way or another, I'd be up for seeing those results... My experiences tell me though that you will have this problem with all LFs and all H
Well, technically the pirates are doing what you are asking....they are going after the booty (and nothing else)...
Unfair AI's may have gotten bigger boosts going from Trinity to Rebellion or in a Rebellion update, I honestly do not remember...in any case, it doesn't matter when the change occurred...the AI replacements are beasts late game... I was in a 4v6 with Doci, Fallen, and Seth on my team...we basically crushed the other 5 players and yet were struggling to deal with the AI who also happened to have some very powerful artifacts...Doci, Fallen, and I lost our titans to the AI's
Your answer is irrelevant because we have space cannons...and you don't....
AI difficulty I believe has been confirmed to be unfair...AI replacements being too powerful has been a long time (Rebellion) issue if that AI lasts till the late game or inherits an eco player's position... I wouldn't put the AI on normal difficulty, as those AIs are just completely incapable of anything...hard would be much more reasonable...
I personally haven't found a difference between cobalts and other ships that do this (other LFs and HCs)...
The irony is that trade ports are currently the best defense against pirates....they spend so much time chasing the poor trade ships that they never get around to attacked the plane...
Lol...I liked the movie a lot... I just had to admire North Korea's "creativity"...
Saw the movie tonight ($21 btw for me and the fiancé)...best part was North Korea's "strategy" for dealing with Zombies...
Try a game without pirates, see if it makes a difference...the pirates may have beaten the poor buggers to death....
We have two debates here... On one hand, is global warming or climate change even occurring? On the other hand, if it is occurring, is it because of us? As far as I'm concerned, the first debate is the bloody pulp of a poor beaten horse....I wouldn't bother with it anymore...
I've noticed a lot of those...and they blame me, me , for stacking my record with "mod games"...
Dammit zombie, that defeats the entire purpose...