What do you think of AI?? (Full Version)

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Adamo -> What do you think of AI?? (4/19/2002 6:29:42 AM)

Just wondering what you guys think of the enemy AI in this game? I think it's OK but I lately I've been getting frustrated at enemy units that can be passed over by my tank and infantry columns and then suddenly show themselves and raise hell behind my lines! Just wondering adamo




tracer -> (4/19/2002 9:37:33 AM)

Those units (I'm assuming infantry) probably have their range set to 1; unless one of your units moves adjacent to them, or they're spotted and fired upon, they'll stay hunkered down. Instead of advancing your infantry in columns, try spreading them out some...and mix some scouts and snipers among them.




bigtroutz -> Re: What do you think of AI?? (4/20/2002 4:42:08 AM)

[QUOTE]Originally posted by Adamo
[B]Just wondering what you guys think of the enemy AI in this game? I think it's OK but I lately I've been getting frustrated at enemy units that can be passed over by my tank and infantry columns and then suddenly show themselves and raise hell behind my lines!

Just wondering

adamo [/B][/QUOTE]

the AI is not half bad but gets predictable after you've had some experience. the AI tends to place most of its units opposite VH and lines alot of em up 2 hexes from the line of departure.

spotting is another problem entirely. here are some of my solutions:

1) put scouts or snipers on tanks, unload them frequently and do the "circle dance" with them, you will lose their fire capability doing this but 2 man scouts or snipers never do much damage anyway. i like to use lt tanks, spAA , armored cars to scout in this way, since they have such large movement points

2) watch REAL carefully to see if the Ready * <--- asterisk shows up while you move units ONE hex at a time, right click to see which hexes your unit can see frequently and especially when the asterisk shows (asterisk = you are under enemy observation)

3) you can always turn UP the spotting % of your units in the preferences

4) scatter capable fast moving scouting units like light tanks or AC in between places where your main body/ thrusts lie. use them to make sure these areas are sanitized with the methods mentioned in (1)

5) when playing scenarios by Wild Bill, expect sneaky enemy reinforcements in areas previously swept clean (hehe)

6) never leave rear area VH or arty unsupported, leave a few HMG or halftracks, mebbe a coupla squads of infantry, around em in good overwatch positions. leave more units if you like to bypass areas, since bypassed units will go for the VH late in the game. if you have leg antitank or AA units in your core but are on the offense, this is a potentially good use for the units. usually you are moving too fast to make effective use of these types of units on the offense, or you SHOULD be.




tracer -> Re: Re: What do you think of AI?? (4/20/2002 11:51:02 AM)

[QUOTE]Originally posted by bigtroutz
[B]

the AI tends to place most of its units opposite VH and lines alot of em up 2 hexes from the line of departure.

[/B][/QUOTE]

Actually, the minimum distance the AI deploys from the start-line is 3 hexes. Most of the units you'll find 'toeing the line' are infantry; vehicles are placed further back in groups. One reason for this is so the AI's tanks don't race ahead without support.




bigtroutz -> (4/21/2002 9:16:45 AM)

you are correct on the 3rd hex, i meant 2 hexes away from the lod

however, the AI also places lots of AFV in the 3rd hex like loaded halftracks




Capt. Pixel -> What the AI does well (4/22/2002 1:20:29 AM)

I think there are a couple of tasks that the AI handles reasonably well.

Soviet assaults - I can never muster the cajones to throw MY men into a meat grinder with nothing but the mindless will to push forward. the (NKVD) AI doesn't care.

Any defense - although lackluster in the defense, the tactical demands on the AI aren't great.

Bait and Switch - I play with Opp fire Confirm - Off. The AI is swift enough to move the long-ranged, 'cheap' units to draw fire first.

Unfortunately, the AI seems to use the VHs as a tactical guide.
(as good as any, I suppose)

Many times I've hovered near the AI's rear area VH. When the time is ripe (just before her heavy tanks get to that ridge) I step on a VH. Half the AI force turns and responds to the newly acquired VH. The AI's assault towards the front is blunted somewhat, and I can establish the battle tempo.

But, I've done the same to human opponents and gotten much the same response. :D




Gary Tatro -> I have found (4/22/2002 8:21:40 PM)

That the AI is very good when defending. I have never done very well in assualt senario's against the AI. Of the 25 or so that I did during long campaigns while learning the game I would say that I received 3 DV, 6 MV, 10 Draws, and 4 ML, and 2 D defeats. When playing all other engagments I almost always receive DV or MV.
I really only play MC's, premade senarios/campaigns or PBEM games now. The computer AI is just to predictable after you have played enough hours.




Eberbach -> AI (4/22/2002 9:06:52 PM)

I usually have a good go against the AI

In the beginning, the AI takes a strong lead.

Then I usually make a comeback and take over the lead, and due to high casualties get a draw even though i took all VP's back




gainiac -> Hmmmmm...........I tend to grind the AI (4/23/2002 1:38:44 PM)

as in like a meat grinder.

:). Someone mentioned having a problem against the AI during assaults.

Key to any assault is smoke. LOTS of smoke.

AND Patience. Use your initial arty bombardment to turn up some mines.

Use arty to POUND all overwatch positions where you plan to penetrate the enemy perimeter.

Drop lots of smoke generally across the line.

Two turns of smoke will make it thick enough for your engineers to work in peace. Add smoke as necessary.

Always be organized, don't rush. Plan your moves. take your VH's THEN sanitize.

FLANK FLANK FLANK!!!!!

:)

Marty




Kanon Fodder -> (4/23/2002 11:23:20 PM)

The point I don't understand is how to gain a Decisive Victory, which seems to require gaining maximum points by the halfway mark +1, when at the same time moving slowly (one hex at a time) ?

I have played several scenarios where if I had used those tactics I would have been nowhere near the targets at the end of the game.

I tend to use scouts to forge ahead and open up 'safe" routes for the main forces to follow at 2/3 to full speed, and then slow down once the fighting starts.

I get annoyed when I have basically devastated the other force, taken very few casualties, and still end up with a "Marginal Victory".

If you [I]have[/I] met the conditions to achieve Decisive Victory at the halfway point, why does the game continue, forcing you to chase after remnants of crews etc. for several turns ?




gainiac -> I've seen that happen............ (4/24/2002 3:19:50 AM)

Make sure that you don't lose any high priced units.

Your casualties may be low but if your fighting a low quality enemy and you lose a few high quality units that will tend to result in a marginal victory.

If you have a significant technological edge the only reason your going to lose good units is through impatience and/ or sloppiness.

Using the standard force size (3500) I tend to finish most battles versus AI in <15 turns.

Marty




Grenadier -> (4/24/2002 10:14:11 PM)

The AI can be tailored to different type of actions in the scenario editor to emulate certain type of attack but I find it best for early to mid watr Soviet tactics except it does not know when to quit. This can make it unrealistic. It is great for emulating desparate Soviet attempts to break out of a pocket




panda124c -> Re: What the AI does well (4/25/2002 12:04:01 AM)

[QUOTE]Originally posted by Capt. Pixel
[B]
Many times I've hovered near the AI's rear area VH. When the time is ripe (just before her heavy tanks get to that ridge) I step on a VH. Half the AI force turns and responds to the newly acquired VH. The AI's assault towards the front is blunted somewhat, and I can establish the battle tempo.

[/B][/QUOTE]
This can be a lot of fun, you let the AI take the VH then wait untill they have taken the next set of VH then run the scout out of the woods and take first set of VH's back. The AI turns around and heads back to the VHs. If you place your AT guns to cover routes between the two sets of VHs, you've got a good old fashion turkey shoot.
About the time they take back the first VHs run a scout out and take the second set of VH's. :D :D




Larry Holt -> (4/26/2002 12:10:22 AM)

I find the AIP about as good as the Soviets early in the war (41 - 42). Sure it makes mindless frontal assaults but then again so did the Soviets. I find the challenge here is to play outnumbered against the AIP and have to maneuver around. Read history and you will find many generated battle similar to the real AARs.

You can always send your battles to another human to have them buy/setup/set waypoints then you play the game straight through.




Capt. Pixel -> Pickled (4/26/2002 4:08:31 AM)

Ahh Pbear, I love that. :D

Set them scrambling from first base to second base covered with ATGs. :: snicker ::




JVRyk5 -> Equipment AI? (4/26/2002 1:09:13 PM)

AI's use of equipment is abysmal. Never seen AI check obious ambush site with fire, never seen it lay mines with it's engineers. And never firing large gun to hex next of infantry. Seen it blow its own inf and equipment with large (100mm+) weapons fired carelesly.




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