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Old 03-03-10, 12:03 AM   #1
malkuth74
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Default DD not responding to attacks?

My next little harp I have. Anyone notice that the DD protecting convoys do nothing when one of the ships they are protecting blow up. they just keep steaming full speed ahead.

the only way I got a DD to respond to me was when I surfaced and thought they were far enough away for I could shell a burning Merchant ship. But once I surfaced they finally came running for me.

So anyone notice any real DD action vs you? I know its early in the war still and maybe they are green crews and all... But usually when a ship goes boom... you would think they would at least change course to look for you. LOL. wow.
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Old 03-03-10, 12:28 AM   #2
Bubblehead1980
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check the mission editor and see what skill level they are set to(if you can in SH 5) I know in SH 4 I found out one reason enemy DD's were usually so easy, 90% were set to novice or poor skill level.They prob did it again.
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Old 03-03-10, 12:29 AM   #3
coasterdigi
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Yea, I just experienced something similar as I blasted through the middle of a convoy with guns blazing

The DD DID hit me after awhile, though, so I got to experience some flooding. Neat!
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Old 03-03-10, 02:06 AM   #4
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Yeah, the AI Escorts need some serious tuning. I can just walk into a convoy, blow up half the stuff, and leave, without the escorts doing anything. And harbor defenses need ramping up... Trust me when I say that its REALLY easy to get into Scapa Flow.
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Old 03-03-10, 02:56 PM   #5
malkuth74
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Planes also don't seem to respond well to the player ship.

Had tones fly over me but not do anything.

Something is certainly wrong with the AI I think. Don't think we can chalk it up to green crews.
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Old 03-03-10, 03:12 PM   #6
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I've been digging through the script files in the game and there's some stuff that strikes me as odd in the AI scripting. I have a sneaking suspicion that some of these scripts are half-finished and not working as intended, and actually AI skill level setting may be having something to do with it.

For what it's worth, all the reports I'm getting suggest that at least novice-level air AI isn't working, while the mechanism that forces DD AI to go into alert mode and search the area where the attack happened is broken. Both could easily be down to broken scripts and I hope the devs look at this quickly for the next patch.
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Old 03-03-10, 03:47 PM   #7
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Quote:
Originally Posted by CCIP View Post
I've been digging through the script files in the game and there's some stuff that strikes me as odd in the AI scripting. I have a sneaking suspicion that some of these scripts are half-finished and not working as intended, and actually AI skill level setting may be having something to do with it.

For what it's worth, all the reports I'm getting suggest that at least novice-level air AI isn't working, while the mechanism that forces DD AI to go into alert mode and search the area where the attack happened is broken. Both could easily be down to broken scripts and I hope the devs look at this quickly for the next patch.
I don't understand how something so gamebreaking as DD AI could have been not tested before release. I thought the AI was supposed to be much more robust and intuitive in this new title.
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Old 03-03-10, 03:52 PM   #8
malkuth74
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Quote:
Originally Posted by joejccva71 View Post
I don't understand how something so gamebreaking as DD AI could have been not tested before release. I thought the AI was supposed to be much more robust and intuitive in this new title.
Maybe the devs have the same mantra lots of people on these boards have....

Oh the Modders will fix it.
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Old 03-03-10, 03:53 PM   #9
walsh2509
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early war 39-40 was it not the case that navy cover for merchants was only from 200+miles out and the early equipment as they say could hardly find an elephant in a room.

I understand that DD should be tweaked but not to jump to overpowering in the early years just becuase it doesn't feel right.
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Old 03-03-10, 03:55 PM   #10
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could be based on skill levels. In the Narvik single mission, DD's spotted my periscope and started firing at it from a fairly long range.
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Old 03-03-10, 03:55 PM   #11
AVGWarhawk
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Quote:
Originally Posted by walsh2509 View Post
early war 39-40 was it not the case that navy cover for merchants was only from 200+miles out and the early equipment as they say could hardly find an elephant in a room.

I understand that DD should be tweaked but not to jump to overpowering in the early years just becuase it doesn't feel right.
Excellent point sir. Recall the devs felt the uboat war ended in 43 when it was damn near impossible to survive a patrol. Should the escort be killers at this point?
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Old 03-03-10, 03:59 PM   #12
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I understand the point of the early war guys... But seriously... Do you think that if your a destroyer captain in the early years and all of a sudden your merchant that your escorting blows up.. That maybe you should at least change course, slow down and start to at least try? Even if its futile?

In my 3 examples the destroyers just kept going straight and did not blink an eye.

LOL. Rock on sailor dudes. We have 2 others that are still moving.
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Old 03-03-10, 03:59 PM   #13
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Well, while overall the escort effectiveness shouldn't be too great in '39, it's worth pointing out that on a per-patrol/per-uboat basis, the first few months of the war were in fact some of the deadliest of the war for U-boats.
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Old 03-03-10, 04:01 PM   #14
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CCIP, does the game offer rookie up to elite like SH4 does with warships?
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Old 03-03-10, 04:05 PM   #15
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yeah. I've not looked into it too deep, but the "levels" look to be identical. And the vast majority of everything in early game is rookie.
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