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Some feedback about how AIs of each difficulty should perform

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Date Editor Before After
7/31/2017 12:02:07 PMUSrankShadowWolfTJC before revert after revert
7/31/2017 12:01:53 PMUSrankShadowWolfTJC before revert after revert
Before After
1 @[GBC]1v0ry_k1ng: If you believe players would become bored if not challenged, then I believe that they should just look into fighting harder AIs if they're too skilled to fight against one or more easier AIs. After all, in my opinion, easy AIs should never, EVER be a challenge for anyone UNLESS they're new to RTS games in general. Instead, I believe that normal AIs, as I said before, should be a suitable challenge for most players, especially intermediate-skilled players who are familiar with general basic RTS concepts, but are still trying to learn and master Zero-K's own particular slew of game mechanics and features. 1 @[GBC]1v0ry_k1ng: If you believe players would become bored if not challenged, then I believe that they should just look into fighting harder AIs if they're too skilled to fight against one or more easier AIs. After all, in my opinion, easy AIs should never, EVER be a challenge for anyone UNLESS they're new to RTS games in general. Instead, I believe that normal AIs, as I said before, should be a suitable challenge for most players, especially intermediate-skilled players who are familiar with general basic RTS concepts, but are still trying to learn and master Zero-K's own particular slew of game mechanics and features.
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3 Speaking of, although I might support preventing very easy and easy AIs from using artillery, air units, units that remain cloaked while moving, units and structures that provide large shield coverage to other units and structures (such as Aegis or Aspis, but with the exception of combat units like Thugs or Felons), or heavy units in general, perhaps restricting them for use by harder AIs only would be too much of a nerf for normal AIs? I'm pretty sure that most players would try to learn how to effectively use these kinds of units or structures anyways, and would have to learn how to counter them when facing off against other players, so why keep them out of the hands of normal AIs, especially when they're supposed to be the ideal difficulty level for most players? 3 Speaking of, although I might support preventing very easy and easy AIs from using artillery, air units, units that remain cloaked while moving, units and structures that provide large shield coverage to other units and structures (such as Aegis or Aspis, but with the exception of combat units like Thugs or Felons), or heavy units in general, perhaps restricting them for use by harder AIs only would be too much of a nerf for normal AIs? I'm pretty sure that most players would try to learn how to effectively use these kinds of units or structures anyways, and would have to learn how to counter them when facing off against other players, so why keep them out of the hands of normal AIs, especially when they're supposed to be the ideal difficulty level for most players?
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5 Perhaps it'd be better to set limits to the micromanagement and macromanagement capabilities of any AIs below hard difficulty instead? Alot of the difficulty issues that I have with the current easy AIs, such as being overly-aggressive and meticulous at reclaiming wreckage, actively ( instead of passively for my ideal for Normaldifficulty, or not at all for my ideal for Easy) trying to preserve the health of heavier, more powerful units ( especially through the use of constructors being sent to the damaged units in question) , and actively ordering groups of certain units ( such as anti-air units) to attack enemy units that they counter well ( such as gunships or aircraft) all seem to ultimately boil down to how well the AI micromanages and macromanages its forces. In StarCraft 2, for example, I've noticed that, at easier difficulty levels, the AI wouldn't use the special abilities of various units ( such as the High Templar's Psionic Storm AoE ability) a whole lot ( if at all) , but at harder difficulties, they'd use these special abilities at the right place at the right time ( such as if there are a bunch of enemy marines for the High Templar's Psionic Storm ability to slaughter) . 5 Perhaps it'd be better to set limits to the micromanagement and macromanagement capabilities of any AIs below hard difficulty instead? Alot of the difficulty issues that I have with the current easy AIs, such as being overly-aggressive and meticulous at reclaiming wreckage, actively ( instead of passively for my ideal for Normal difficulty, or not at all for my ideal for Easy) trying to preserve the health of heavier, more powerful units ( especially through the use of constructors being sent to the damaged units in question) , and actively ordering groups of certain units ( such as anti-air units) to attack enemy units that they counter well ( such as gunships or aircraft) all seem to ultimately boil down to how well the AI micromanages and macromanages its forces. In StarCraft 2, for example, I've noticed that, at easier difficulty levels, the AI wouldn't use the special abilities of various units ( such as the High Templar's Psionic Storm AoE ability) a whole lot ( if at all) , but at harder difficulties, they'd use these special abilities at the right place at the right time ( such as if there are a bunch of enemy marines for the High Templar's Psionic Storm ability to slaughter) .