Hi, Xilmi!
Sorry for late reply, I've seen your message.
Ok, I'll change Ironman, because there are plenty of moments that seem unfair and I anyway have to often reload from backup.
Initially, I switched to Ironman/SH from just SH, because it was kind of enhancing the difficulty in vanilla and I didn't use to reload by in-game months.
This mission has tons of cover so I can very well imagine that the AI can do a good job with being aggressive on it. They also threw lots and lots of grenades. The high health-pools compared to the damage and the availability of medikits also helped me under consideration that the enemy played less aggressively.
Overall the level of challenge felt good considering me probably not playing very well.
This mission is proposed to be done with higher tier armor, which was not available at the moment, because my overall on-globe progress is non-optimal (guess why
). If not urban location, the proxy grenades would have been very useful. I had it never occured in town.
Also, that's second team, not the best one.
So, it's doable even vs BAI, but not in my case (actually, I cannot see any player to get optimal on-globe progress with this amount of casualties BAI usually brings)
You mean you didn't replay the same mission but only a similar one? The one you won was the one in the urban area or not? It's not entirely clear to me.
I played exactly the same mission four times from backup.
A TFTD-player told me that for his play-style it is very helpful if the AI rushes.
Overall, AI rush is very niche. It should be occurring if the conditions are positive:
- overall amount of units * unitpower >= 2,0 or even 3,0. Unitpower is weight-comparison in terms of armor (weight=50; including resistances vs wielded arms, because even 10 armor with resistance 0.2 equals 50 armor in simple approach), weapons (weight = 30; including best possible damage per turn) and combination of TU's (there BAI should assume something, not cheat. I mean, at beginning it should assume that X-COM TU's are ~70, but when few turns pass, it can reconsider these values).
- dense cover before the point of actual approach
- at least some initial shots made actual damage.
- OR melee is seems to be the most reliable way to deal with X-COM (or no other weapons are in stock)
If such adjustment can happen, then it can be more fluid approach.
Also, although it was initial and helpful collab with classic X-COM scenario users, it should be noted that major pf players are megamod users.
I think my reaction to "too strong" in the future will be: "Then mod it easier/lower the difficulty", whereas I will take to "too easy" very seariously and will want to look into the reasons for that and what to do about it.
I watched a year ago when there was a misunderstanding between you and the modders. If you remember what I mean. While the progress of BAI is great and all conditions for cooperation on megamods are in place, there is no clear movement yet. Perhaps rebalancing mods under BAI requires effort (mods have been created from several to ten years) comparable to months of debugging and gameplay-testing. And, in the end, it may be that only the community can rebalance it optimally.
You cannot see how personally I wish you and modders take each other hand-in-hand and jump up and down together on a road into a bright future.- at the same time, players are interested in a strengthened AI, capable of diversified approach to confrontation
- players are interested in the dynamics and quality of the game as such.
- At the same time, the game should not be able to be completed only under the condition of savescuming.
I guess with
all this I'm saying in the current moment it would be better to bring back the BAI dumbness level settings until the connection arises, because for now the control over the level of player suffering is solely on you
There was cool option of "
static intelligence" to adjust weighted-randomization of BAI movement logics, where it rolled from x to 1. Please consider bringing it back in. It should be up to a player. Like, I will set it to 0.6-1.0 most likely, or even 0.4-1.0.
The formula is pretty much this:
100 / (discoverThreat + walkToDist * myAggressiveness);
What if myaggressiveness is partially brought by units.RUL (if none, then 1),
while discoverThreat is fluid by means of comparative unitpower (weights: armor = 50, weapon = 30, stats = 20) + unit_excess_over_player? If armor is somewhat better, then more aggressive. But then it can be abused with a craft of 10 no-armor dogs + four power-armor guys. Wait, 3 power-armor guys probably could do nothing against 20 enemies with plasma, right? So... it has all chances to work correctly.