23 days ago - Ahskance - Direct link

Can you find me a link to what you're referencing? I'm not aware of any discussion on "Hard Mode" for Co-Op so that would be useful to read.

23 days ago - Ahskance - Direct link

Correct, there are updates to AI that were announced for 0.11.6. That in DevBlog #330

23 days ago - Ahskance - Direct link

CVs haven't had any mechanical changes with player control of them. We finished our AI Tools (program that allows us to more easily interact with our AI) earlier this year, so we've been able to use them since.

22 days ago - Ahskance - Direct link

CV attacks are "skillshots" (term for "leading a target with a predictive shot") akin to surface ships. The flight time of the skill shot is often low due to the planes being close, however.

Rockets used to be near instant (.5 second lead time) but they were changed by adding a Machine Gun Delay of 3-6+ seconds. While the AI may be able to take an accurate lead with rockets while factoring course and speed, you can still wait for the attack-run animation to have started before you alter your course/speed to juke some or all of the damage.

Bombs are nearer to the "instant" end of the lead-time spectrum, but the planes have a significant wind-up time on their drop patterns. Seeing the planes and their line of attack should be factored in the handling response (if you are attempting to juke).

22 days ago - Ahskance - Direct link

Can you give me an idea of which CV AIs are "too accurate"? I can run a training room to test what it's like to go against their Rocket Attacks.

22 days ago - Ahskance - Direct link

I can do some testing when I get home. I can't imagine Nakhimov Rockets should be that hard to dodge due to their broadside attack requirement and very long delay (5-6+ seconds?).

I'll see if anything jumps out at me.