1 |
The AI really needs some damn friendly fire protection system
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1 |
The AI really needs some damn friendly fire protection system
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2 |
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2 |
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3 |
When the AI has built up a few Merlins and has them hanging around base (happens a bit on island maps) doing a hot drop bombing run with transports tossing units into their base is a recipe for cheese, as the units get quickly murdered but call down enormous damage on the AI as the Merlin's (and any other arty unit that just found a target in rage) level half their base trying to kill it.
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3 |
When the AI has built up a few Merlins and has them hanging around base (happens a bit on island maps) doing a hot drop bombing run with transports tossing units into their base is a recipe for cheese, as the units get quickly murdered but call down enormous damage on the AI as the Merlin's (and any other arty unit that just found a target in rage) level half their base trying to kill it.
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4 |
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4 |
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5 |
It gets especially nasty with Dantes or Phoenix, drop anything in front of them and acres of their base will be on fire.
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5 |
It gets especially nasty with Dantes or Phoenix, drop anything in front of them and acres of their base will be on fire.
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6 |
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6 |
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7 |
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7 |
I
wonder
if
it
would
be
possible
for
an
AI
module
to
be
written
that
compares
the
damage
area
of
a
weapon,
to
the
value
of
units
in
the
target
area,
and
holds
fire
if
the
friendly
value
is
significantly
above
that
of
hostiles.
Wouldn't
need
it
on
all
units,
just
the
high
damage
area
of
effect
ones,
which
have
a
relatively
long
reload
cycle
so
it
shouldn't
be
a
frequent
process
causing
lag.
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