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Instant Action & PvE Feedback

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Replies

  • Looks like the patch for Oct 30th will fix an issue on Kashyyyk where AI were not playing the objective well in instant action.
  • R2D277 wrote: »

    I still manage to have fun with instant action but i 100% agree that they need to nerf the difficulty. Its gotten TO HARD even for rookie, Its bad game balance...

    Totally disagree. Rookie difficulty is If anything too easy. I win every single time on Rookie. Even Normal I win most times and I'm hardly a great player. The last thing we want is for Instant action to be nerfed and made completely dull and the AI to have no challenge for the player, you may as well as play Arcade which is as boring as hell.

    Honestly just play Rookie now and try to actually do what you're supposed to in the mode ie capture command posts. You will only need to hold one your team will always have two captured. Don't be running round like a headless chicken taking pot shots at AI Heroes just defend a command post and choose a hero when you can and you will win every time with high kill streaks.

    The issue isn't neccesarily the Objective stuff, Tho The Ally AI definitely isnt as agressive and doesnt play the objective as well as Enemy ai does, usually my team for example If im seperatists are swarm defending D while Im trying to take the Enemy command posts and what usually happens is by the time i take a command post the Enemy AI either take the command post i just previously took since My Ally AI are mostly holding *One* position and maybe 2 or 3 Will go to another Post and lose due to Low numbers to defend but Another issue that the others mentioned and perhaps the most prevalent issue is How Hard the AI feel to fight, There Glitched for one AKA whenever you force pull,Push,Choke with Anis retribution or knock down at all they are still shooting at you... Then another major issue is the AI feels like they have Aim Bot accuracy on Rookie which should be Expert diff *ONLY* in terms of that type of ridiculous accuracy, and as the others like Mando and Scoundrel Mentioned... The AI seems to do ALOT of Damage in fact based off testing they do more damage then the PLAYER aka YOU do. I Generally get Top 5 at the minimum on 90% of the matches i play as long as i have access to a hero (Yes ik im a hero Fanboy but i seriously kick ***** with them usually and i DO play the Objective, not really caring bout killstreaks as those come along with PTO Territory) so I dont Run around like a headless chicken even In Instant Action lol, usually i feel like im the only one pushing the objective in IA since this last update.
    When your Playing a match on Rookie you shouldn't be dealing with Aim bot AI with High damage output heck they shouldnt be doing more damage then the player on *Any* difficulty as that absolutely wrecks game balance when paired with The insane Accuracy and the glitch they have where they will keep firing seemingly headshot hits on you even if ragdolling in the air or on the ground, i have won EVERY match ive played on Rookie and i can get decent killstreaks with heroes by playing smart but depsite the Super easy *Objective* Wins i still die a ridiculous amount due to the Insane Damage and Accuracy the AI dishes out which at least on *Rookie* Should not be the case. My issue is with how unbalanced the AI itself is, The Difficulty *Needs* to be nerfed via balancing them out with appropriate difficulty sliders.
    Rookie should be easy.. No other way around it, walk in the park? No but a balanced Non stressful experience, Rookie *Before* this patch was Perfectly Balanced difficulty wise other then the AI glitch mentioned above ^
    Normal needs to be well.. Normal lol, AI should have Decent Accuracy and PTO Properly,Use abilities in proper situations ect
    Expert should play like your going against an Online Clan who spends 20 Hours a day Playing the game And 3 hours to sleep and other hour to eat/Bathroom break lol ik that was a Hyperbole but My point is Expert should be Difficult but Even players that play 20 hours a day can miss shots and not have Aimbot accuracy ect. The Accuracy and Damage Of the AI is what needs to be nerfed and while the Enemy AI are solid at playing objective and shouldnt be changed the *Ally* AI needs a huge buff in there playstyle to spread out more and PTO like the Enemy AI does.
    So TLDR Of it all if ya skim through it which i get i talk alot lol
    1.Dice Needs to Fix AI Bug where they shoot no matter what even when Pushed,Pulled,Choked ect.
    2.Dice Needs to Balance out the Accuracy and damage values of the AI for at least Rookie and Normal (Damage should be Balanced as equal to your Damage for all difficulties)
    3.Dice Needs to Improve the Ally AI to play the objective as well as Enemy AI and spread out more.
  • Large groups of trooper bots still camp at command posts on Geonosis after the patch.
  • Its funny. Enemy AI Heroes Seem to make the game so unbalanced when the AI already does more damage then the player does for somereason and Along with The super good accuracy and Ally AI not pushing up enough and I think a Big issue with This is The Enemy Hero AI *Slaughter* Your troops so the ones that try to move up fail horribly, i decided to simply Switch off Enemy AI heroes and suprise suprise the Rookie match actually felt like a rookie match lol, Tho the Enemy AI accuracy and Damage was still unbalanced and Ally AI still sat back to much... I noticed Ally AI supporting me more often and I figure its cause they are on a even playfield with Enemy troopers but Enemy Heroes wreck them, I think a Good Balancing point to do is either Add 1 AI Ally Hero to match with you or 2 Ally Heroes if you wont use them (Just have AI hero Despawn immediatly if you choose the hero they are using) to match with the Enemy Heroes so Your team has a better shot at pushing up OR remove a AI Enemy hero to Make it only 1 Enemy Hero Vs your Possible Hero so it would be fair and Not tipped so heavily in enemy teams favor (Yes that extra Hero the enemy team gets does a tremendous amount of damage to your team) tho id perfer the Ally Hero option i mentioned first cause i really dont want to see content removed, the other main thing they need to look at is Improving Ally AIs aggressiveness and have them Spread out more and PTO more. I think they should be wired to have at least 2-3 Ally AI default to head to your location when you are taking an objective at the very least or have A few ally AI follow you around More closely constantly. Idk guys but one things for sure instant action was in a far better state in terms of how The AI acted at launch of IA and before the october update.
  • Starmasui73146
    1491 posts Member
    edited October 31
    Its funny. Enemy AI Heroes Seem to make the game so unbalanced when the AI already does more damage then the player does for somereason and Along with The super good accuracy and Ally AI not pushing up enough and I think a Big issue with This is The Enemy Hero AI *Slaughter* Your troops so the ones that try to move up fail horribly, i decided to simply Switch off Enemy AI heroes and suprise suprise the Rookie match actually felt like a rookie match lol, Tho the Enemy AI accuracy and Damage was still unbalanced and Ally AI still sat back to much... I noticed Ally AI supporting me more often and I figure its cause they are on a even playfield with Enemy troopers but Enemy Heroes wreck them, I think a Good Balancing point to do is either Add 1 AI Ally Hero to match with you or 2 Ally Heroes if you wont use them (Just have AI hero Despawn immediatly if you choose the hero they are using) to match with the Enemy Heroes so Your team has a better shot at pushing up OR remove a AI Enemy hero to Make it only 1 Enemy Hero Vs your Possible Hero so it would be fair and Not tipped so heavily in enemy teams favor (Yes that extra Hero the enemy team gets does a tremendous amount of damage to your team) tho id perfer the Ally Hero option i mentioned first cause i really dont want to see content removed, the other main thing they need to look at is Improving Ally AIs aggressiveness and have them Spread out more and PTO more. I think they should be wired to have at least 2-3 Ally AI default to head to your location when you are taking an objective at the very least or have A few ally AI follow you around More closely constantly. Idk guys but one things for sure instant action was in a far better state in terms of how The AI acted at launch of IA and before the october update.

    Love everything you said. 👍🏼




    Zepapa wrote: »
    How about A.I. fixes? At least on PS4 in "Co-Op" the A.I. units can shoot even while rolling -
    Xherdos wrote: »
    This happens way too often for me in Instant Action / Coop mode the A.I. can Shoot and Roll at the same time -
    I love the addition of AI in these modes, and this iteration of the AI is far better than the Arcade AI, but they’re a little too good and very annoying.
    - they are able to shoot, block, and use abilities while - rolling.
    realta333 wrote: »
    A.I. shouldn't be able to shoot while - rolling. Players can't do it. AI shouldn't either. Fix it. This post isn't intended to bash "Co-Op" or "Instant Action". Both of those game modes are great and "Instant Action" had been 'needed' since launch. I'm simply making an extremely valid point, and the community's response will prove if it's either true or not true.
    JediJulius wrote: »
    I see a lot of people pointing out that the AI needs extra abilities that players don't have to make them challenging and I do agree to a point. I love the difficulty of Co-Op and Instant Action and it feels very intense. But I do feel that the AI being able to roll - and still fire uninterrupted is very annoying.

    Numerous people I've heard claim the A.I. were shooting them while still in the roll. I knew that this was bull. I knew it was only a matter of time until I was proven correct. It is not what they think.

    And I responded and said this...

    Sooooo I've been playing mass to see if you are correct. I have yet to see one A.I. take a shot before they come out of their roll. Right at the millisecond they finish it yes, in the roll NO. In fact the A.I. is performing just the way it should on that one.

    Bots that roll and shoot at the same time is not fun.
    Again I have literally yet to see this. Instantly after the roll yes but during the roll NO.


    Guess what it turns out I was spot on, in fact not only did I hit the bulleye with the arrow, I sliced the arrow in half with my responses. It turns out the A.I. fire right at the very millisecond the roll ends. Read this...
    Alwe15 wrote: »
    Apparently, someone completed a frame-by-frame and identified that the shot comes instantly after the roll completes... Still better than any human player. Make of that what you like.
    realta333 wrote: »
    Well damn.










    “There is always hope.”
  • Its funny. Enemy AI Heroes Seem to make the game so unbalanced when the AI already does more damage then the player does for somereason and Along with The super good accuracy and Ally AI not pushing up enough and I think a Big issue with This is The Enemy Hero AI *Slaughter* Your troops so the ones that try to move up fail horribly, i decided to simply Switch off Enemy AI heroes and suprise suprise the Rookie match actually felt like a rookie match lol, Tho the Enemy AI accuracy and Damage was still unbalanced and Ally AI still sat back to much... I noticed Ally AI supporting me more often and I figure its cause they are on a even playfield with Enemy troopers but Enemy Heroes wreck them, I think a Good Balancing point to do is either Add 1 AI Ally Hero to match with you or 2 Ally Heroes if you wont use them (Just have AI hero Despawn immediatly if you choose the hero they are using) to match with the Enemy Heroes so Your team has a better shot at pushing up OR remove a AI Enemy hero to Make it only 1 Enemy Hero Vs your Possible Hero so it would be fair and Not tipped so heavily in enemy teams favor (Yes that extra Hero the enemy team gets does a tremendous amount of damage to your team) tho id perfer the Ally Hero option i mentioned first cause i really dont want to see content removed, the other main thing they need to look at is Improving Ally AIs aggressiveness and have them Spread out more and PTO more. I think they should be wired to have at least 2-3 Ally AI default to head to your location when you are taking an objective at the very least or have A few ally AI follow you around More closely constantly. Idk guys but one things for sure instant action was in a far better state in terms of how The AI acted at launch of IA and before the october update.

    Love everything you said. 👍🏼




    Zepapa wrote: »
    How about A.I. fixes? At least on PS4 in "Co-Op" the A.I. units can shoot even while rolling -
    Xherdos wrote: »
    This happens way too often for me in Instant Action / Coop mode the A.I. can Shoot and Roll at the same time -
    I love the addition of AI in these modes, and this iteration of the AI is far better than the Arcade AI, but they’re a little too good and very annoying.
    - they are able to shoot, block, and use abilities while - rolling.
    realta333 wrote: »
    A.I. shouldn't be able to shoot while - rolling. Players can't do it. AI shouldn't either. Fix it. This post isn't intended to bash "Co-Op" or "Instant Action". Both of those game modes are great and "Instant Action" had been 'needed' since launch. I'm simply making an extremely valid point, and the community's response will prove if it's either true or not true.
    JediJulius wrote: »
    I see a lot of people pointing out that the AI needs extra abilities that players don't have to make them challenging and I do agree to a point. I love the difficulty of Co-Op and Instant Action and it feels very intense. But I do feel that the AI being able to roll - and still fire uninterrupted is very annoying.

    Numerous people I've heard claim the A.I. were shooting them while still in the roll. I knew that this was bull. I knew it was only a matter of time until I was proven correct. It is not what they think.

    And I responded and said this...

    Sooooo I've been playing mass to see if you are correct. I have yet to see one A.I. take a shot before they come out of their roll. Right at the millisecond they finish it yes, in the roll NO. In fact the A.I. is performing just the way it should on that one.

    Bots that roll and shoot at the same time is not fun.
    Again I have literally yet to see this. Instantly after the roll yes but during the roll NO.


    Guess what it turns out I was spot on, in fact not only did I hit the bulleye with the arrow, I sliced the arrow in half with my responses. It turns out the A.I. fire right at the very millisecond the roll ends. Read this...
    Alwe15 wrote: »
    Apparently, someone completed a frame-by-frame and identified that the shot comes instantly after the roll completes... Still better than any human player. Make of that what you like.
    realta333 wrote: »
    Well damn.

    It may be true, that the AI shoots at the moment, they finished the roll, but they also shoot while lying on the ground, while flying or while i choke them with Retribution. And these things should be fixed. In the best case, the devs could implement a little shoot-delay, when the AI is rolling as well.
  • Janglesworthy
    255 posts Member
    edited October 31
    The Devs shouldn't be using bot ai period for coop, IA should use bot ai though. They have a perfectly good base ai from the sp/arcade game modes to work off of for a true coop ai. They are trying to use a 1 AI solution for 2 completely different types of game play modes. IA mimics multiplayer and the ai is expect to behave how real players would. Coop should mimic sp with 4 other players helping eachother.


    At the end of the day they will spend more time trying to get this 1 bot ai working in both ia and coop, supporting multiple gameplay types and it just makes things needlessly more complicated for 1 game mode than it needs to be. If they didn't have an sp game I could see the argument for not developing multiple AI but, they already have it so comes down to 1 button solution to make everything easier.
    Post edited by Janglesworthy on
  • Starmasui73146
    1491 posts Member
    edited October 31
    Its funny. Enemy AI Heroes Seem to make the game so unbalanced when the AI already does more damage then the player does for somereason and Along with The super good accuracy and Ally AI not pushing up enough and I think a Big issue with This is The Enemy Hero AI *Slaughter* Your troops so the ones that try to move up fail horribly, i decided to simply Switch off Enemy AI heroes and suprise suprise the Rookie match actually felt like a rookie match lol, Tho the Enemy AI accuracy and Damage was still unbalanced and Ally AI still sat back to much... I noticed Ally AI supporting me more often and I figure its cause they are on a even playfield with Enemy troopers but Enemy Heroes wreck them, I think a Good Balancing point to do is either Add 1 AI Ally Hero to match with you or 2 Ally Heroes if you wont use them (Just have AI hero Despawn immediatly if you choose the hero they are using) to match with the Enemy Heroes so Your team has a better shot at pushing up OR remove a AI Enemy hero to Make it only 1 Enemy Hero Vs your Possible Hero so it would be fair and Not tipped so heavily in enemy teams favor (Yes that extra Hero the enemy team gets does a tremendous amount of damage to your team) tho id perfer the Ally Hero option i mentioned first cause i really dont want to see content removed, the other main thing they need to look at is Improving Ally AIs aggressiveness and have them Spread out more and PTO more. I think they should be wired to have at least 2-3 Ally AI default to head to your location when you are taking an objective at the very least or have A few ally AI follow you around More closely constantly. Idk guys but one things for sure instant action was in a far better state in terms of how The AI acted at launch of IA and before the october update.

    Love everything you said. 👍🏼




    Zepapa wrote: »
    How about A.I. fixes? At least on PS4 in "Co-Op" the A.I. units can shoot even while rolling -
    Xherdos wrote: »
    This happens way too often for me in Instant Action / Coop mode the A.I. can Shoot and Roll at the same time -
    I love the addition of AI in these modes, and this iteration of the AI is far better than the Arcade AI, but they’re a little too good and very annoying.
    - they are able to shoot, block, and use abilities while - rolling.
    realta333 wrote: »
    A.I. shouldn't be able to shoot while - rolling. Players can't do it. AI shouldn't either. Fix it. This post isn't intended to bash "Co-Op" or "Instant Action". Both of those game modes are great and "Instant Action" had been 'needed' since launch. I'm simply making an extremely valid point, and the community's response will prove if it's either true or not true.
    JediJulius wrote: »
    I see a lot of people pointing out that the AI needs extra abilities that players don't have to make them challenging and I do agree to a point. I love the difficulty of Co-Op and Instant Action and it feels very intense. But I do feel that the AI being able to roll - and still fire uninterrupted is very annoying.

    Numerous people I've heard claim the A.I. were shooting them while still in the roll. I knew that this was bull. I knew it was only a matter of time until I was proven correct. It is not what they think.

    And I responded and said this...

    Sooooo I've been playing mass to see if you are correct. I have yet to see one A.I. take a shot before they come out of their roll. Right at the millisecond they finish it yes, in the roll NO. In fact the A.I. is performing just the way it should on that one.

    Bots that roll and shoot at the same time is not fun.
    Again I have literally yet to see this. Instantly after the roll yes but during the roll NO.


    Guess what it turns out I was spot on, in fact not only did I hit the bulleye with the arrow, I sliced the arrow in half with my responses. It turns out the A.I. fire right at the very millisecond the roll ends. Read this...
    Alwe15 wrote: »
    Apparently, someone completed a frame-by-frame and identified that the shot comes instantly after the roll completes... Still better than any human player. Make of that what you like.
    realta333 wrote: »
    Well damn.

    It may be true, that the AI shoots at the moment, they finished the roll, but they also shoot while lying on the ground, while flying or while i choke them with Retribution. And these things should be fixed. In the best case, the devs could implement a little shoot-delay, when the AI is rolling as well.

    (1.) Yeah that is a different subject though, I'm only pointing out that regarding the shooting while rolling issue I was correct about it.

    (2.) Shooting while flying? Are you referring to the jet trooper? Because I can fire while rocket jumping forward or back all the time. I also rocket pack and fire while strafing sideways all the time.

    (3.) The A.I. shot you while lying on the ground? Hmmmm interesting, (like the shoot while rolling thing) I'll do some research and get back to you on my results. In the mean time, if you can post an example in a video clip that would be hot. X-Box One can now capture up to the last 5 minutes of play. Just record the clip on your I-Pad and download it to the forum.

    (4.) The A.I. shooting while choking is a Chewbacca glitch and it's him only, I'm pretty sure. It's a recently known glitch talked about in the forum. The glitch permitting him to do this it's NOT just A.I., you can do it as Chewy too. Play as Chewy in HvsV and let Vader choke you, you can still use your bowcaster.
    “There is always hope.”
  • just use Anakin in IA or coop and use force push/pull on map like felucia where it's easy to get a bunch of ai in one area quickly. It's not hard to reproduce the AI shooting while standing up or being thrown, or choked. It would be easier for a dev to see it since they can just load up a bunch of ai and spam abilities on them with god mode on.
  • just use Anakin in IA or coop and use force push/pull on map like felucia where it's easy to get a bunch of ai in one area quickly. It's not hard to reproduce the AI shooting while standing up or being thrown, or choked. It would be easier for a dev to see it since they can just load up a bunch of ai and spam abilities on them with god mode on.

    Thanks, I'll see if I can capture a clip.
    “There is always hope.”
  • Its funny. Enemy AI Heroes Seem to make the game so unbalanced when the AI already does more damage then the player does for somereason and Along with The super good accuracy and Ally AI not pushing up enough and I think a Big issue with This is The Enemy Hero AI *Slaughter* Your troops so the ones that try to move up fail horribly, i decided to simply Switch off Enemy AI heroes and suprise suprise the Rookie match actually felt like a rookie match lol, Tho the Enemy AI accuracy and Damage was still unbalanced and Ally AI still sat back to much... I noticed Ally AI supporting me more often and I figure its cause they are on a even playfield with Enemy troopers but Enemy Heroes wreck them, I think a Good Balancing point to do is either Add 1 AI Ally Hero to match with you or 2 Ally Heroes if you wont use them (Just have AI hero Despawn immediatly if you choose the hero they are using) to match with the Enemy Heroes so Your team has a better shot at pushing up OR remove a AI Enemy hero to Make it only 1 Enemy Hero Vs your Possible Hero so it would be fair and Not tipped so heavily in enemy teams favor (Yes that extra Hero the enemy team gets does a tremendous amount of damage to your team) tho id perfer the Ally Hero option i mentioned first cause i really dont want to see content removed, the other main thing they need to look at is Improving Ally AIs aggressiveness and have them Spread out more and PTO more. I think they should be wired to have at least 2-3 Ally AI default to head to your location when you are taking an objective at the very least or have A few ally AI follow you around More closely constantly. Idk guys but one things for sure instant action was in a far better state in terms of how The AI acted at launch of IA and before the october update.

    Love everything you said. 👍🏼




    Zepapa wrote: »
    How about A.I. fixes? At least on PS4 in "Co-Op" the A.I. units can shoot even while rolling -
    Xherdos wrote: »
    This happens way too often for me in Instant Action / Coop mode the A.I. can Shoot and Roll at the same time -
    I love the addition of AI in these modes, and this iteration of the AI is far better than the Arcade AI, but they’re a little too good and very annoying.
    - they are able to shoot, block, and use abilities while - rolling.
    realta333 wrote: »
    A.I. shouldn't be able to shoot while - rolling. Players can't do it. AI shouldn't either. Fix it. This post isn't intended to bash "Co-Op" or "Instant Action". Both of those game modes are great and "Instant Action" had been 'needed' since launch. I'm simply making an extremely valid point, and the community's response will prove if it's either true or not true.
    JediJulius wrote: »
    I see a lot of people pointing out that the AI needs extra abilities that players don't have to make them challenging and I do agree to a point. I love the difficulty of Co-Op and Instant Action and it feels very intense. But I do feel that the AI being able to roll - and still fire uninterrupted is very annoying.

    Numerous people I've heard claim the A.I. were shooting them while still in the roll. I knew that this was bull. I knew it was only a matter of time until I was proven correct. It is not what they think.

    And I responded and said this...

    Sooooo I've been playing mass to see if you are correct. I have yet to see one A.I. take a shot before they come out of their roll. Right at the millisecond they finish it yes, in the roll NO. In fact the A.I. is performing just the way it should on that one.

    Bots that roll and shoot at the same time is not fun.
    Again I have literally yet to see this. Instantly after the roll yes but during the roll NO.


    Guess what it turns out I was spot on, in fact not only did I hit the bulleye with the arrow, I sliced the arrow in half with my responses. It turns out the A.I. fire right at the very millisecond the roll ends. Read this...
    Alwe15 wrote: »
    Apparently, someone completed a frame-by-frame and identified that the shot comes instantly after the roll completes... Still better than any human player. Make of that what you like.
    realta333 wrote: »
    Well damn.

    It may be true, that the AI shoots at the moment, they finished the roll, but they also shoot while lying on the ground, while flying or while i choke them with Retribution. And these things should be fixed. In the best case, the devs could implement a little shoot-delay, when the AI is rolling as well.

    (2.) Shooting while flying? Are you referring to the jet trooper? Because I can fire while rocket jumping forward or back all the time. I also rocket pack and fire while strafing sideways all the time.

    No, sorry, i should have put it better. I meant, that the AI can shoot you, while they are thrown through the air. I really notice this, when i use Anakin's Pull Dominance but it happens with Maul's Choke Hold as well.
  • Its funny. Enemy AI Heroes Seem to make the game so unbalanced when the AI already does more damage then the player does for somereason and Along with The super good accuracy and Ally AI not pushing up enough and I think a Big issue with This is The Enemy Hero AI *Slaughter* Your troops so the ones that try to move up fail horribly, i decided to simply Switch off Enemy AI heroes and suprise suprise the Rookie match actually felt like a rookie match lol, Tho the Enemy AI accuracy and Damage was still unbalanced and Ally AI still sat back to much... I noticed Ally AI supporting me more often and I figure its cause they are on a even playfield with Enemy troopers but Enemy Heroes wreck them, I think a Good Balancing point to do is either Add 1 AI Ally Hero to match with you or 2 Ally Heroes if you wont use them (Just have AI hero Despawn immediatly if you choose the hero they are using) to match with the Enemy Heroes so Your team has a better shot at pushing up OR remove a AI Enemy hero to Make it only 1 Enemy Hero Vs your Possible Hero so it would be fair and Not tipped so heavily in enemy teams favor (Yes that extra Hero the enemy team gets does a tremendous amount of damage to your team) tho id perfer the Ally Hero option i mentioned first cause i really dont want to see content removed, the other main thing they need to look at is Improving Ally AIs aggressiveness and have them Spread out more and PTO more. I think they should be wired to have at least 2-3 Ally AI default to head to your location when you are taking an objective at the very least or have A few ally AI follow you around More closely constantly. Idk guys but one things for sure instant action was in a far better state in terms of how The AI acted at launch of IA and before the october update.

    Love everything you said. 👍🏼




    Zepapa wrote: »
    How about A.I. fixes? At least on PS4 in "Co-Op" the A.I. units can shoot even while rolling -
    Xherdos wrote: »
    This happens way too often for me in Instant Action / Coop mode the A.I. can Shoot and Roll at the same time -
    I love the addition of AI in these modes, and this iteration of the AI is far better than the Arcade AI, but they’re a little too good and very annoying.
    - they are able to shoot, block, and use abilities while - rolling.
    realta333 wrote: »
    A.I. shouldn't be able to shoot while - rolling. Players can't do it. AI shouldn't either. Fix it. This post isn't intended to bash "Co-Op" or "Instant Action". Both of those game modes are great and "Instant Action" had been 'needed' since launch. I'm simply making an extremely valid point, and the community's response will prove if it's either true or not true.
    JediJulius wrote: »
    I see a lot of people pointing out that the AI needs extra abilities that players don't have to make them challenging and I do agree to a point. I love the difficulty of Co-Op and Instant Action and it feels very intense. But I do feel that the AI being able to roll - and still fire uninterrupted is very annoying.

    Numerous people I've heard claim the A.I. were shooting them while still in the roll. I knew that this was bull. I knew it was only a matter of time until I was proven correct. It is not what they think.

    And I responded and said this...

    Sooooo I've been playing mass to see if you are correct. I have yet to see one A.I. take a shot before they come out of their roll. Right at the millisecond they finish it yes, in the roll NO. In fact the A.I. is performing just the way it should on that one.

    Bots that roll and shoot at the same time is not fun.
    Again I have literally yet to see this. Instantly after the roll yes but during the roll NO.


    Guess what it turns out I was spot on, in fact not only did I hit the bulleye with the arrow, I sliced the arrow in half with my responses. It turns out the A.I. fire right at the very millisecond the roll ends. Read this...
    Alwe15 wrote: »
    Apparently, someone completed a frame-by-frame and identified that the shot comes instantly after the roll completes... Still better than any human player. Make of that what you like.
    realta333 wrote: »
    Well damn.

    It may be true, that the AI shoots at the moment, they finished the roll, but they also shoot while lying on the ground, while flying or while i choke them with Retribution. And these things should be fixed. In the best case, the devs could implement a little shoot-delay, when the AI is rolling as well.

    (2.) Shooting while flying? Are you referring to the jet trooper? Because I can fire while rocket jumping forward or back all the time. I also rocket pack and fire while strafing sideways all the time.

    No, sorry, i should have put it better. I meant, that the AI can shoot you, while they are thrown through the air. I really notice this, when i use Anakin's Pull Dominance but it happens with Maul's Choke Hold as well.

    Okay, I'll see what I can capture, I'll get back to you on that one.
    “There is always hope.”
  • Its funny. Enemy AI Heroes Seem to make the game so unbalanced when the AI already does more damage then the player does for somereason and Along with The super good accuracy and Ally AI not pushing up enough and I think a Big issue with This is The Enemy Hero AI *Slaughter* Your troops so the ones that try to move up fail horribly, i decided to simply Switch off Enemy AI heroes and suprise suprise the Rookie match actually felt like a rookie match lol, Tho the Enemy AI accuracy and Damage was still unbalanced and Ally AI still sat back to much... I noticed Ally AI supporting me more often and I figure its cause they are on a even playfield with Enemy troopers but Enemy Heroes wreck them, I think a Good Balancing point to do is either Add 1 AI Ally Hero to match with you or 2 Ally Heroes if you wont use them (Just have AI hero Despawn immediatly if you choose the hero they are using) to match with the Enemy Heroes so Your team has a better shot at pushing up OR remove a AI Enemy hero to Make it only 1 Enemy Hero Vs your Possible Hero so it would be fair and Not tipped so heavily in enemy teams favor (Yes that extra Hero the enemy team gets does a tremendous amount of damage to your team) tho id perfer the Ally Hero option i mentioned first cause i really dont want to see content removed, the other main thing they need to look at is Improving Ally AIs aggressiveness and have them Spread out more and PTO more. I think they should be wired to have at least 2-3 Ally AI default to head to your location when you are taking an objective at the very least or have A few ally AI follow you around More closely constantly. Idk guys but one things for sure instant action was in a far better state in terms of how The AI acted at launch of IA and before the october update.

    Love everything you said. 👍🏼




    Zepapa wrote: »
    How about A.I. fixes? At least on PS4 in "Co-Op" the A.I. units can shoot even while rolling -
    Xherdos wrote: »
    This happens way too often for me in Instant Action / Coop mode the A.I. can Shoot and Roll at the same time -
    I love the addition of AI in these modes, and this iteration of the AI is far better than the Arcade AI, but they’re a little too good and very annoying.
    - they are able to shoot, block, and use abilities while - rolling.
    realta333 wrote: »
    A.I. shouldn't be able to shoot while - rolling. Players can't do it. AI shouldn't either. Fix it. This post isn't intended to bash "Co-Op" or "Instant Action". Both of those game modes are great and "Instant Action" had been 'needed' since launch. I'm simply making an extremely valid point, and the community's response will prove if it's either true or not true.
    JediJulius wrote: »
    I see a lot of people pointing out that the AI needs extra abilities that players don't have to make them challenging and I do agree to a point. I love the difficulty of Co-Op and Instant Action and it feels very intense. But I do feel that the AI being able to roll - and still fire uninterrupted is very annoying.

    Numerous people I've heard claim the A.I. were shooting them while still in the roll. I knew that this was bull. I knew it was only a matter of time until I was proven correct. It is not what they think.

    And I responded and said this...

    Sooooo I've been playing mass to see if you are correct. I have yet to see one A.I. take a shot before they come out of their roll. Right at the millisecond they finish it yes, in the roll NO. In fact the A.I. is performing just the way it should on that one.

    Bots that roll and shoot at the same time is not fun.
    Again I have literally yet to see this. Instantly after the roll yes but during the roll NO.


    Guess what it turns out I was spot on, in fact not only did I hit the bulleye with the arrow, I sliced the arrow in half with my responses. It turns out the A.I. fire right at the very millisecond the roll ends. Read this...
    Alwe15 wrote: »
    Apparently, someone completed a frame-by-frame and identified that the shot comes instantly after the roll completes... Still better than any human player. Make of that what you like.
    realta333 wrote: »
    Well damn.

    It may be true, that the AI shoots at the moment, they finished the roll, but they also shoot while lying on the ground, while flying or while i choke them with Retribution. And these things should be fixed. In the best case, the devs could implement a little shoot-delay, when the AI is rolling as well.

    (2.) Shooting while flying? Are you referring to the jet trooper? Because I can fire while rocket jumping forward or back all the time. I also rocket pack and fire while strafing sideways all the time.

    No, sorry, i should have put it better. I meant, that the AI can shoot you, while they are thrown through the air. I really notice this, when i use Anakin's Pull Dominance but it happens with Maul's Choke Hold as well.

    Okay, I'll see what I can capture, I'll get back to you on that one.

    Thanks! I'm on PS4 but i'll see, what i can do towards a clip of the shooting-on-the-ground thing...
  • Its funny. Enemy AI Heroes Seem to make the game so unbalanced when the AI already does more damage then the player does for somereason and Along with The super good accuracy and Ally AI not pushing up enough and I think a Big issue with This is The Enemy Hero AI *Slaughter* Your troops so the ones that try to move up fail horribly, i decided to simply Switch off Enemy AI heroes and suprise suprise the Rookie match actually felt like a rookie match lol, Tho the Enemy AI accuracy and Damage was still unbalanced and Ally AI still sat back to much... I noticed Ally AI supporting me more often and I figure its cause they are on a even playfield with Enemy troopers but Enemy Heroes wreck them, I think a Good Balancing point to do is either Add 1 AI Ally Hero to match with you or 2 Ally Heroes if you wont use them (Just have AI hero Despawn immediatly if you choose the hero they are using) to match with the Enemy Heroes so Your team has a better shot at pushing up OR remove a AI Enemy hero to Make it only 1 Enemy Hero Vs your Possible Hero so it would be fair and Not tipped so heavily in enemy teams favor (Yes that extra Hero the enemy team gets does a tremendous amount of damage to your team) tho id perfer the Ally Hero option i mentioned first cause i really dont want to see content removed, the other main thing they need to look at is Improving Ally AIs aggressiveness and have them Spread out more and PTO more. I think they should be wired to have at least 2-3 Ally AI default to head to your location when you are taking an objective at the very least or have A few ally AI follow you around More closely constantly. Idk guys but one things for sure instant action was in a far better state in terms of how The AI acted at launch of IA and before the october update.

    Love everything you said. 👍🏼




    Zepapa wrote: »
    How about A.I. fixes? At least on PS4 in "Co-Op" the A.I. units can shoot even while rolling -
    Xherdos wrote: »
    This happens way too often for me in Instant Action / Coop mode the A.I. can Shoot and Roll at the same time -
    I love the addition of AI in these modes, and this iteration of the AI is far better than the Arcade AI, but they’re a little too good and very annoying.
    - they are able to shoot, block, and use abilities while - rolling.
    realta333 wrote: »
    A.I. shouldn't be able to shoot while - rolling. Players can't do it. AI shouldn't either. Fix it. This post isn't intended to bash "Co-Op" or "Instant Action". Both of those game modes are great and "Instant Action" had been 'needed' since launch. I'm simply making an extremely valid point, and the community's response will prove if it's either true or not true.
    JediJulius wrote: »
    I see a lot of people pointing out that the AI needs extra abilities that players don't have to make them challenging and I do agree to a point. I love the difficulty of Co-Op and Instant Action and it feels very intense. But I do feel that the AI being able to roll - and still fire uninterrupted is very annoying.

    Numerous people I've heard claim the A.I. were shooting them while still in the roll. I knew that this was bull. I knew it was only a matter of time until I was proven correct. It is not what they think.

    And I responded and said this...

    Sooooo I've been playing mass to see if you are correct. I have yet to see one A.I. take a shot before they come out of their roll. Right at the millisecond they finish it yes, in the roll NO. In fact the A.I. is performing just the way it should on that one.

    Bots that roll and shoot at the same time is not fun.
    Again I have literally yet to see this. Instantly after the roll yes but during the roll NO.


    Guess what it turns out I was spot on, in fact not only did I hit the bulleye with the arrow, I sliced the arrow in half with my responses. It turns out the A.I. fire right at the very millisecond the roll ends. Read this...
    Alwe15 wrote: »
    Apparently, someone completed a frame-by-frame and identified that the shot comes instantly after the roll completes... Still better than any human player. Make of that what you like.
    realta333 wrote: »
    Well damn.

    It may be true, that the AI shoots at the moment, they finished the roll, but they also shoot while lying on the ground, while flying or while i choke them with Retribution. And these things should be fixed. In the best case, the devs could implement a little shoot-delay, when the AI is rolling as well.

    (2.) Shooting while flying? Are you referring to the jet trooper? Because I can fire while rocket jumping forward or back all the time. I also rocket pack and fire while strafing sideways all the time.

    No, sorry, i should have put it better. I meant, that the AI can shoot you, while they are thrown through the air. I really notice this, when i use Anakin's Pull Dominance but it happens with Maul's Choke Hold as well.

    Okay, I'll see what I can capture, I'll get back to you on that one.

    Thanks! I'm on PS4 but i'll see, what i can do towards a clip of the shooting-on-the-ground thing...

    Sweet, that'll be awesome. 👍🏼
    “There is always hope.”
  • Its funny. Enemy AI Heroes Seem to make the game so unbalanced when the AI already does more damage then the player does for somereason and Along with The super good accuracy and Ally AI not pushing up enough and I think a Big issue with This is The Enemy Hero AI *Slaughter* Your troops so the ones that try to move up fail horribly, i decided to simply Switch off Enemy AI heroes and suprise suprise the Rookie match actually felt like a rookie match lol, Tho the Enemy AI accuracy and Damage was still unbalanced and Ally AI still sat back to much... I noticed Ally AI supporting me more often and I figure its cause they are on a even playfield with Enemy troopers but Enemy Heroes wreck them, I think a Good Balancing point to do is either Add 1 AI Ally Hero to match with you or 2 Ally Heroes if you wont use them (Just have AI hero Despawn immediatly if you choose the hero they are using) to match with the Enemy Heroes so Your team has a better shot at pushing up OR remove a AI Enemy hero to Make it only 1 Enemy Hero Vs your Possible Hero so it would be fair and Not tipped so heavily in enemy teams favor (Yes that extra Hero the enemy team gets does a tremendous amount of damage to your team) tho id perfer the Ally Hero option i mentioned first cause i really dont want to see content removed, the other main thing they need to look at is Improving Ally AIs aggressiveness and have them Spread out more and PTO more. I think they should be wired to have at least 2-3 Ally AI default to head to your location when you are taking an objective at the very least or have A few ally AI follow you around More closely constantly. Idk guys but one things for sure instant action was in a far better state in terms of how The AI acted at launch of IA and before the october update.

    Love everything you said. 👍🏼




    Zepapa wrote: »
    How about A.I. fixes? At least on PS4 in "Co-Op" the A.I. units can shoot even while rolling -
    Xherdos wrote: »
    This happens way too often for me in Instant Action / Coop mode the A.I. can Shoot and Roll at the same time -
    I love the addition of AI in these modes, and this iteration of the AI is far better than the Arcade AI, but they’re a little too good and very annoying.
    - they are able to shoot, block, and use abilities while - rolling.
    realta333 wrote: »
    A.I. shouldn't be able to shoot while - rolling. Players can't do it. AI shouldn't either. Fix it. This post isn't intended to bash "Co-Op" or "Instant Action". Both of those game modes are great and "Instant Action" had been 'needed' since launch. I'm simply making an extremely valid point, and the community's response will prove if it's either true or not true.
    JediJulius wrote: »
    I see a lot of people pointing out that the AI needs extra abilities that players don't have to make them challenging and I do agree to a point. I love the difficulty of Co-Op and Instant Action and it feels very intense. But I do feel that the AI being able to roll - and still fire uninterrupted is very annoying.

    Numerous people I've heard claim the A.I. were shooting them while still in the roll. I knew that this was bull. I knew it was only a matter of time until I was proven correct. It is not what they think.

    And I responded and said this...

    Sooooo I've been playing mass to see if you are correct. I have yet to see one A.I. take a shot before they come out of their roll. Right at the millisecond they finish it yes, in the roll NO. In fact the A.I. is performing just the way it should on that one.

    Bots that roll and shoot at the same time is not fun.
    Again I have literally yet to see this. Instantly after the roll yes but during the roll NO.


    Guess what it turns out I was spot on, in fact not only did I hit the bulleye with the arrow, I sliced the arrow in half with my responses. It turns out the A.I. fire right at the very millisecond the roll ends. Read this...
    Alwe15 wrote: »
    Apparently, someone completed a frame-by-frame and identified that the shot comes instantly after the roll completes... Still better than any human player. Make of that what you like.
    realta333 wrote: »
    Well damn.

    It may be true, that the AI shoots at the moment, they finished the roll, but they also shoot while lying on the ground, while flying or while i choke them with Retribution. And these things should be fixed. In the best case, the devs could implement a little shoot-delay, when the AI is rolling as well.

    (2.) Shooting while flying? Are you referring to the jet trooper? Because I can fire while rocket jumping forward or back all the time. I also rocket pack and fire while strafing sideways all the time.

    No, sorry, i should have put it better. I meant, that the AI can shoot you, while they are thrown through the air. I really notice this, when i use Anakin's Pull Dominance but it happens with Maul's Choke Hold as well.

    Okay, I'll see what I can capture, I'll get back to you on that one.

    Thanks! I'm on PS4 but i'll see, what i can do towards a clip of the shooting-on-the-ground thing...

    Sweet, that'll be awesome. 👍🏼

    I'm sorry, but how can i post the video files here (i got two of them, where you can see both effects (shooting in the air and on the ground) quite clearly)? If i try drag-and-drop it says: "File format is not allowed". Oh, these are MP4-files by the way.

  • Its funny. Enemy AI Heroes Seem to make the game so unbalanced when the AI already does more damage then the player does for somereason and Along with The super good accuracy and Ally AI not pushing up enough and I think a Big issue with This is The Enemy Hero AI *Slaughter* Your troops so the ones that try to move up fail horribly, i decided to simply Switch off Enemy AI heroes and suprise suprise the Rookie match actually felt like a rookie match lol, Tho the Enemy AI accuracy and Damage was still unbalanced and Ally AI still sat back to much... I noticed Ally AI supporting me more often and I figure its cause they are on a even playfield with Enemy troopers but Enemy Heroes wreck them, I think a Good Balancing point to do is either Add 1 AI Ally Hero to match with you or 2 Ally Heroes if you wont use them (Just have AI hero Despawn immediatly if you choose the hero they are using) to match with the Enemy Heroes so Your team has a better shot at pushing up OR remove a AI Enemy hero to Make it only 1 Enemy Hero Vs your Possible Hero so it would be fair and Not tipped so heavily in enemy teams favor (Yes that extra Hero the enemy team gets does a tremendous amount of damage to your team) tho id perfer the Ally Hero option i mentioned first cause i really dont want to see content removed, the other main thing they need to look at is Improving Ally AIs aggressiveness and have them Spread out more and PTO more. I think they should be wired to have at least 2-3 Ally AI default to head to your location when you are taking an objective at the very least or have A few ally AI follow you around More closely constantly. Idk guys but one things for sure instant action was in a far better state in terms of how The AI acted at launch of IA and before the october update.

    Love everything you said. 👍🏼




    Zepapa wrote: »
    How about A.I. fixes? At least on PS4 in "Co-Op" the A.I. units can shoot even while rolling -
    Xherdos wrote: »
    This happens way too often for me in Instant Action / Coop mode the A.I. can Shoot and Roll at the same time -
    I love the addition of AI in these modes, and this iteration of the AI is far better than the Arcade AI, but they’re a little too good and very annoying.
    - they are able to shoot, block, and use abilities while - rolling.
    realta333 wrote: »
    A.I. shouldn't be able to shoot while - rolling. Players can't do it. AI shouldn't either. Fix it. This post isn't intended to bash "Co-Op" or "Instant Action". Both of those game modes are great and "Instant Action" had been 'needed' since launch. I'm simply making an extremely valid point, and the community's response will prove if it's either true or not true.
    JediJulius wrote: »
    I see a lot of people pointing out that the AI needs extra abilities that players don't have to make them challenging and I do agree to a point. I love the difficulty of Co-Op and Instant Action and it feels very intense. But I do feel that the AI being able to roll - and still fire uninterrupted is very annoying.

    Numerous people I've heard claim the A.I. were shooting them while still in the roll. I knew that this was bull. I knew it was only a matter of time until I was proven correct. It is not what they think.

    And I responded and said this...

    Sooooo I've been playing mass to see if you are correct. I have yet to see one A.I. take a shot before they come out of their roll. Right at the millisecond they finish it yes, in the roll NO. In fact the A.I. is performing just the way it should on that one.

    Bots that roll and shoot at the same time is not fun.
    Again I have literally yet to see this. Instantly after the roll yes but during the roll NO.


    Guess what it turns out I was spot on, in fact not only did I hit the bulleye with the arrow, I sliced the arrow in half with my responses. It turns out the A.I. fire right at the very millisecond the roll ends. Read this...
    Alwe15 wrote: »
    Apparently, someone completed a frame-by-frame and identified that the shot comes instantly after the roll completes... Still better than any human player. Make of that what you like.
    realta333 wrote: »
    Well damn.

    It may be true, that the AI shoots at the moment, they finished the roll, but they also shoot while lying on the ground, while flying or while i choke them with Retribution. And these things should be fixed. In the best case, the devs could implement a little shoot-delay, when the AI is rolling as well.

    (3.) The A.I. shot you while lying on the ground? Hmmmm interesting, (like the shoot while rolling thing) I'll do some research and get back to you on my results. In the mean time, if you can post an example in a video clip that would be hot. X-Box One can now capture up to the last 5 minutes of play. Just record the clip on your I-Pad and download it to the forum.

    I'm on PS4 but i'll see, what i can do towards it.
  • Its funny. Enemy AI Heroes Seem to make the game so unbalanced when the AI already does more damage then the player does for somereason and Along with The super good accuracy and Ally AI not pushing up enough and I think a Big issue with This is The Enemy Hero AI *Slaughter* Your troops so the ones that try to move up fail horribly, i decided to simply Switch off Enemy AI heroes and suprise suprise the Rookie match actually felt like a rookie match lol, Tho the Enemy AI accuracy and Damage was still unbalanced and Ally AI still sat back to much... I noticed Ally AI supporting me more often and I figure its cause they are on a even playfield with Enemy troopers but Enemy Heroes wreck them, I think a Good Balancing point to do is either Add 1 AI Ally Hero to match with you or 2 Ally Heroes if you wont use them (Just have AI hero Despawn immediatly if you choose the hero they are using) to match with the Enemy Heroes so Your team has a better shot at pushing up OR remove a AI Enemy hero to Make it only 1 Enemy Hero Vs your Possible Hero so it would be fair and Not tipped so heavily in enemy teams favor (Yes that extra Hero the enemy team gets does a tremendous amount of damage to your team) tho id perfer the Ally Hero option i mentioned first cause i really dont want to see content removed, the other main thing they need to look at is Improving Ally AIs aggressiveness and have them Spread out more and PTO more. I think they should be wired to have at least 2-3 Ally AI default to head to your location when you are taking an objective at the very least or have A few ally AI follow you around More closely constantly. Idk guys but one things for sure instant action was in a far better state in terms of how The AI acted at launch of IA and before the october update.

    I would like an option to select how many heroes are on each side.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • Wow, Idk what happened but I have to totally agree with prior pages. Yeah, the AI on Normal are pretty damn brutal. I played a match not long ago as the CIS and just got brutalized. Idk maybe they made the enemy team more aggressive and kept the player team the same, because my AI partners seem to do nothing when the enemy starts to take command posts, except get massacred, so it's all up to me to fight troops with high damage and take on hero characters lol. And if I don't feel like playing as a hero that match then I might as well quit the game, because the AI hero's start to overwhelm my forces and me with almost no resistance.

    This mode was close to perfect before, all it needed was vehicles and all eras and instead they took a step forward with hero's added in and now a step back again with the enemy AI and how they operate.
  • I can't stop playing Co-Op, its really fun and challenging and with the last update you can even defend on the maps.
    But i keep saying this.....we need ST and OT to IA and Co-Op.
    Instant Action - Thank you Dice!
  • I can't stop playing Co-Op, its really fun and challenging and with the last update you can even defend on the maps.
    But i keep saying this.....we need ST and OT to IA and Co-Op.

    yeah honestly, I think I would like to see that feature first and foremost in the next big update before the years out; IA and Co-op getting Classic and Sequal Maps/Factions. Then this game would just be complete.
  • The AI in rookie difficulty are too accurate.

    Capturing command posts isn't the issue.

    Fighting the AI is part of the IA experience. And for Rookie (which should equate to "easy"), they're far too accurate.
    ITS HAPPENIIIING!!! ^^

    Instant Action confirmed!!! ^^

    #SoloPlayers

    Check out our extensive, ongoing Co-op Playthrough /Discussion of Arcade / Instant Action mode on my YouTube too!^^


  • The AI in rookie difficulty are too accurate.

    Capturing command posts isn't the issue.

    Fighting the AI is part of the IA experience. And for Rookie (which should equate to "easy"), they're far too accurate.

    On top of that, is it just me or does the hero lightsaber blocking seems to be really...off. Anakin blocks and I swear true stamina bar isn’t draining fast yet I’m getting hit from all angles. (I know that you can’t block shots from behind, but you should be able to block shots in front of you). It seems like then ai can take an awful lot of damage before dying, yet 1-2 shots and I’m toast.

    I’m getting melted as a hero and just decimated as a trooper. One shotted and badly ganged up on... on rookie. It’s worse than multiplayer. Much worse.

    AI accuracy is through the roof.

    Funny part is, I'm winning the games. Usually by a lot. But it’s not fun. Not at all.

    It was fun, before the last patch.
  • Scoundrel wrote: »
    The AI in rookie difficulty are too accurate.

    Capturing command posts isn't the issue.

    Fighting the AI is part of the IA experience. And for Rookie (which should equate to "easy"), they're far too accurate.

    On top of that, is it just me or does the hero lightsaber blocking seems to be really...off. Anakin blocks and I swear true stamina bar isn’t draining fast yet I’m getting hit from all angles. (I know that you can’t block shots from behind, but you should be able to block shots in front of you). It seems like then ai can take an awful lot of damage before dying, yet 1-2 shots and I’m toast.

    I’m getting melted as a hero and just decimated as a trooper. One shotted and badly ganged up on... on rookie. It’s worse than multiplayer. Much worse.

    AI accuracy is through the roof.

    Funny part is, I'm winning the games. Usually by a lot. But it’s not fun. Not at all.

    It was fun, before the last patch.

    No it's not just you. I saw the same *****. It took everything I had to whittle down Obi Wan's stamina, granted 1 other AI heavy was with me laying down fire as well, yet when I'm a hero it seems the slightest movement and I'm not blocking shots and after fighting only 2-3 AI troops, I'm on death's door.

    Like Gothic Mando said, the AI seem to be insanely precise and accurate, which equates to more damage and no wiggle room for players. I didn't even struggle against online opponents back when I did play the game like I do some of the AI and heroes at times lol. Currently, Rookie and Normal feel way off, At least compared to how they were at first imo. I haven't played hard since the update but I shutter to thing how insane they are on that difficulty.
  • I can't stop playing Co-Op, its really fun and challenging and with the last update you can even defend on the maps.
    But i keep saying this.....we need ST and OT to IA and Co-Op.

    Co-Op Droids Dark Side
    (1.) We lost 2nd phase on Kamino, I was a Destroyer. The rest of my team was Bossk and Dooku (3 players all of us offensively attacking the same CP).

    (2.) We won final phase on Felucia, I was an AAT tank. The rest of my team was Bossk and Dooku (so 3 players in all).

    (3.) We lost 1st phase on Kashyyyk, I was a Destroyer (we had 3 players in all, no one was defending the left CP except me, my teammates ran of somewhere, not at the other right CP ether). 🙄

    (4.) We won final phase on Naboo, I was a Destroyer. The rest of my team was Bossk and Dooku (so 3 players attacking the CP).

    (5.) We won second phase on Geonosis, I was the Heavy class. I used explosive shot as suppressive fire, keeping them at bay at a distance. The rest of my team was a sniper specialist class and assault class (3 players, I defended left CP while the other two defended the right CP).

    (6.) We won final phase on Kamino, I was the Destroyer. The rest of my team was Bossk, Dooku and a Commando Droid (4 player offensive attack on 1 CP)

    (7.) We lost on the final phase on Felucia, I was an AAT tank. The rest of my team was just Grevious (2 players defending 1 CP). Some human guy using the glitch was on the enemy team in a Clone Saber Tank and defeated us by blowing up my AAT.

    (8.) We won on the final phase on Kashyyyk, I was Bossk. The rest of my team was Dooku and Grevious (3 players Offensively Attacking 1 CP in the Clone ship). First time win for me, ever.

    (9.) We won final phase on Naboo, I was as Destroyer. The rest of my team was Bossk and Dooku (3 players Offensively Attacking 1 CP).

    (10.) We won on Geonosis second phase, I was Bossk. The rest of team was Dooku, Maul and a Destroyer (4 players defending 2 CPs, two players at each CP, the perfect balance).

    (11.) We lost on Kamino final phase, I was a Destroyer. The rest of my team was Dooku, Grevious and an Assault class (4 player offensive attack on 1 CP).

    Foot note: No A.I. issues to report whatsoever, everything felt fair and balanced. No one shot enemy kills. No enemies shooting while being pulled or pushed by Anakin. No enemies firing while on the ground. Other then the glitch permitting a human to be on the enemy team it is perfect.


    "Instant Action"

    Instant Action on Rookie was a blast on Felucia, played as clones then as droids. Won as clones, lost as droids. I loved it, I had a lot of fun. No issues. No one shot kills from AI weapons that should not do so. The game felt very balanced, AI helped take CPs as well. But if I paused the game it plunges hard core in the enemy teams favor, it's like the friendly AI simply stop playing if I stop playing, so odd.
    “There is always hope.”
  • Imladithil2002
    279 posts Member
    edited November 2
    I'm so grateful to finally have a big offline mode with such a great AI. But as one of the devs said: this is just the beginning of Instant Action. Lots of things are great the way they are. Other things should be upgraded a little bit and this is why i post this here.
    A few weeks ago, i wanted to write down a list with ideas concerning Instant Action in this thread and now, 2 Patches and an Update later, finally i have the time and the words to do so. These are just my ideas (partly something, that came up to my mind, while i was playing and partly something, that is inspired by things, you guys just wrote). If you agree with these things: great. If you disagree: even better. That way, we can develop some of the ideas, i present to you, to something great, that possibly can find a way into the game.

    CO-OP:
    My ideas are mainly related to Instant Action but i think, Co-Op should be mentioned as well.
    The October Update was really big for this mode and it feels much more complete with the Defend-Scenarios, Co-Op just received. But unfortunately, i have to agree with @Scoundrel and @Gothic_Mando: the difficulty settings were a bit better, a bit more relaxed before the October Update. This is noticeble especially in these new Defend-Scenarios, since your AI-Teammates doesn‘t really push the enemies off. But of course this is the case in the Attack-Scenarios as well.
    Perhaps this could be improved by some AI tweaks concerning damage output and especially shoot accuracy.
    AI-spawn-fixes should be looked at as well. Right now, you have sometimes a little Server-lag and at that moment all AI-enemys are spawning simultaneously. If the AI wouldn't spawn as an army, but then and now as a little squad, both, the Server-lags would be improved and the difficulty perhaps as well.
    Besides that, i think DICE should allow Split-Screen for Co-Op. Just let the first player get some XP and the second doesn‘t, if that‘s the problem. It would make lots of people happy. I assume online Split-Screen is less performance intensive than splitscreen in Instant Action, or am I wrong?
    Also you should take a look at the spawn timer, since this reduction change doesn‘t work for me.



    But now focusing on Instant Action. Before i start with the main part, i have to mention as few things, by name: Maps, Modes and Eras:
    Those are some of the current top requests and it would be beyond strange, not to mention these things here. Lots of people (including myself) want to have Split-Screen, want to play on Endor with a Stormtrooper or infiltrate the Starkiller-Base as the Resistance. It would be a wonderful experience to explore Coruscant or Scarif in Instant Action or slaughter Droids as Mace Windu or Ahsoka Tano and i agree with these thoughts.
    But i want to focus mainly on things, i can hope to come into Instant Action in the next few months, on things, that are build on the content, that is already available in Instant Action. But now, let's dive into it...


    General Changes/ Bug Fixes/ AI-behavior/ Quality-of-Life:
    There are some things, i can't really assign to a category (Is it a bug? Is it a feature? Is it some speacial AI behavior, that should be tweaked?), so i put everything, that's not related to options in this paragraph.
    • As mentioned before, you should take a look at the default damage output and accuracy of bots, since this can be some kind of a horrible experience for some players.
    • I know, it‘s coming at some time, but AI-Droidekas and AI-Vehicles are needed in this mode.
    • Enemy heroes and allied bots should be visible on the Mini-Map. This is the case in Multiplayer, so i don‘t see the reason, why this shouldn‘t be a thing in Instant Action (and Co-Op) as well.
    • At the moment, you aren‘t able to see, how many kills you‘ve got and how often you died, so i‘d really like to see a Scoreboard, like you have in literally other mode in the game. Of course this Scoreboard should show the AI players as well.
    • I really like the beginning of the matches, with the camera moving from top to the normal vision and the „You‘ve got roger rogered“-Theme (which could be a little louder tbh), but the End of a match feels a bit clipped, like Arcade. So i suggest to implement a short cutscene at the End. Just take that scene at the end of the Co-Op-matches, it would fill that role more than satisfactory.
    • After the cutscene at the end (mentioned before), you should implement a Leaderboard. This is not just epic to see, it would give the offline Community a reason to buy victory poses as well.
    • The bugs, that are currently in the mode, must be fixed as well. So bots shouldn‘t be able to shoot, while thrown or on the ground (it‘s still there, at least in IA) and the planetary Theme, should start with the Loading-Screen (not important, but the only other bug, i could find).
    • The player should be able to play as every Hero from the other eras on the CW Maps in Instant Action. If someone want to keep that mode era-accurate, then he just shouldn‘t play them. That way, it is in the player‘s hands to decide, if he/she wants Luke, Rey, Vader or Lando to be a part of this mode. The AI keeps picking the era-accurate heroes.
    • Perhaps it would be nice to be able to play as starfighters as well. I understand, that it is a bit too complicated to create Starfighter AI for that mode at the moment, but again: if at least the player is able to play as one, the mode would feel much more „in the player‘s hands“ and this is vital for a sandbox mode imo.


    Game Modifications:
    As the title says, this little paragraph shows you my ideas for new and updated Modifications for Instant Actions. I don‘t want to talk around the bush for long, so let‘s start with it:
    At first i take a look at the Modifications, that are currently in the game and how the devs could improve them:
    • „Map“ → This Modification can‘t be really improved (besides bringing in new maps or new times of day), so i‘ll leave it as it is.
    • „Enemy heroes“ → At the moment it is a „Yes/No“-Modification. If this gets updated it should have the following Options: „0“, „1“, „2“, „3“, „4“. That way you not only toggle them on or off, you can also decide, how many of them are on the map at the same time.
    • „Battle Points“ → This one is almost fine, but i can still be improved. To be a bit clearer, i‘d like to see the Options renamed into „Double Amount“ (instead of „Fast“) and „Half Amount“ (instead of „Slow“). On top of that, there should be an Option „Off“, so you can start the match, playing as whatever you want. Sometimes it‘s a little bit frustrating, when you want to play a normal-length match as a hero and you have to earn the BPs for it and then you die and have to earn them again and so on, so that you are actually playing as a hero for quite a short time (i write this with my best friend‘s facial expression in mind, after he died as a hero and realised, that he has to earn BPs again (he isn‘t really good in this game, but he still enjoys it)).
    • „Match length“ → This one can be improved a lot. Instead of changing the time, you have to hold the majority of CPs to gain Percentages, the devs should just raise the Percentages needed to win the match. This Modification would be similar to the Arcade-Modification, that changes the number of Tickets. I‘m thinking about Options like „25%“, „50%“, „75%“, „100%“, „125%“, „150%“, „200%“, „300%“, „500%“. Perhaps it isn‘t needed to have that many different Options for this Modification, but i think you all agree, that you have a better feeling, how long one match would last, if this Modification would look like that.
    • „Difficulty“ → This Modification should be completely removed, since i have some ideas to replace it with some more customizable Modifications.

    In this paragraph, I present you my ideas for some new Options for Instant Action:
    • „Allied Heroes“ → This Modification would just bring in some Heroes to your team. The Options would be: „0“, „1“, „2“, „3“ and „4“. If you choose a Hero, that is currently used by the AI, this bot respawns and spawns as whatever you played before (or it spawns as a Trooper, if you played as a non-CW-Hero or as a Starfighter).
    • „Player-Team-Size“ / „Enemy Team-Size“ → It would be the same as it is on PC, but with less bots. If you balance the teams, it would be 13vs13 at maximum. If one Team shall have more bots than the other, then you can also set this Modification to more bots as long as the total amount of bots isn‘t higher than 25 (so 20vs5 is OK, 20vs6 is not), if it can‘t be increased in the future.
    • „Allied Reinforcements“/“Enemy Reinforcements“ → This Modification shall give you a possibility to toggle off Reinforcements, if you want to do that. The Options for this one, that came to my mind, are „on“ (every Reinforcement class is allowed), „off“ (no Reinforcements), „only Aerials“, „only Infiltrators“, „only Enforcers“.
    • „Allied Vehicles“/“Enemy Vehicles“ → Similar to the Modification above, this gives you the possibility to toggle off Vehicles. Possible Options are „on“ (Speeders and Armors), „off“ (no Vehicles), „only Speeders“ and „only Armors“.
    • „Player‘s health“/“AI health“ → This is almost the same Modification as in Arcade. The Options would be: „Half Amount“, „Normal“ and „Double Amount“. Since the AI is using Heroes and Reinforcements, it would be a bit strange to implement a „one hit“ option, but it would work for the player. Also an Option „Unlimited Health“ for the player would be nice for those players, who wants to play Instant Action as some kind of God-Troopers/-Heroes.
    • „Mini-Map“, „Ability recharge“ → These Modifications are in Arcade as well and i would want them to have in Instant Action with the same Options as in Arcade.
    • „Enemy apperances“ → This one changes the skins, the enemy Troopers are using and i thought about the following Options: „Standard“ (the bots are using the planetary default skins), „Mixed up“ (the enemy Troopers are using the unlocked skins randomly) and „Choose“ (the player can choose one skin per Class to be used by the enemies).
    • „Allied Trooper‘s appearances“ → This Modification would be the same as the one before, but there would be an additional Option „Match the Player“, so the allied AI Troopers use the same skin as the player. If the player changes his skins mid-game, the AI-skins would remain the same.

    Now coming to an idea, that i saw a few days ago, posted in the forums (i can‘t find anymore though and so i can‘t give credit to the one, who had this brilliant idea): sliders. This would replace the „Difficulty“-Modification and works as follows: you have bar and a marking for every of the following Modifications. You can pull the marking on the bar to the left or to the right. It would have 5 steps and would look a bit like this: a <-> b <-> c <-> d <-> e (in short: it works, like some of the Audio-Option-Sliders or the Team-Size-Modification on PC). If you pull every slider to the left, it would be the easist setting, you can have. If you pull them to the right, it would be the hardest setting. The Modifications would change things about the AI and they are:
    • „AI-Agressiveness“: low <-> low/normal <-> normal <-> normal/high <-> high
      → This Modification would change the way AI Heroes behave, as well as the AI behavior concerning defending/attacking CPs.
    • „AI-shoot-accuracy“: low <-> low/normal <-> normal <-> normal/high <-> high
    • „AI-Damage-Output“: low <-> low/normal <-> normal <-> normal/high <-> high
    • „AI-grouping-behavior“: low <-> low/normal <-> normal <-> normal/high <-> high
      → This Modification would determine, if the AI is grouping up or if they are running over the map alone.

    Another idea, i saw on the forums recently (can‘t find it again though) was the suggestion, if it wasn‘t possible to add additional bots for every team, if the player is connected to the internet. That way the bots would be done via an EA-Server and not via hardware (PS4/XBOX1). You could possibly experience 32vs32 Instant Action on consoles and if this is possible, i can imagine, that Split-Screen in Instant Action should be possible as well (i assume, that this way the bots would be less performance intensive (as i did, when i talked about Split-Screen in Co-Op), so i may be wrong concerning this) and i would get completely behind it.


    But now my long list of ideas finally comes to an end. Of course I don‘t expect everything, I mentioned, to come to the game, but I‘d like to see at least some of these ideas implemented (only, if there is no better suggestion). If you‘re still reading this: Thank you! Please share your opinions about these ideas.
  • I'm so grateful to finally have a big offline mode with such a great AI. But as one of the devs said: this is just the beginning of Instant Action. Lots of things are great the way they are. Other things should be upgraded a little bit and this is why i post this here.
    A few weeks ago, i wanted to write down a list with ideas concerning Instant Action in this thread and now, 2 Patches and an Update later, finally i have the time and the words to do so. These are just my ideas (partly something, that came up to my mind, while i was playing and partly something, that is inspired by things, you guys just wrote). If you agree with these things: great. If you disagree: even better. That way, we can develop some of the ideas, i present to you, to something great, that possibly can find a way into the game.

    CO-OP:
    My ideas are mainly related to Instant Action but i think, Co-Op should be mentioned as well.
    The October Update was really big for this mode and it feels much more complete with the Defend-Scenarios, Co-Op just received. But unfortunately, i have to agree with @Scoundrel and @Gothic_Mando: the difficulty settings were a bit better, a bit more relaxed before the October Update. This is noticeble especially in these new Defend-Scenarios, since your AI-Teammates doesn‘t really push the enemies off. But of course this is the case in the Attack-Scenarios as well.
    Perhaps this could be improved by some AI tweaks concerning damage output and especially shoot accuracy.
    AI-spawn-fixes should be looked at as well. Right now, you have sometimes a little Server-lag and at that moment all AI-enemys are spawning simultaneously. If the AI wouldn't spawn as an army, but then and now as a little squad, both, the Server-lags would be improved and the difficulty perhaps as well.
    Besides that, i think DICE should allow Split-Screen for Co-Op. Just let the first player get some XP and the second doesn‘t, if that‘s the problem. It would make lots of people happy. I assume online Split-Screen is less performance intensive than splitscreen in Instant Action, or am I wrong?
    Also you should take a look at the spawn timer, since this reduction change doesn‘t work for me.



    But now focusing on Instant Action. Before i start with the main part, i have to mention as few things, by name: Maps, Modes and Eras:
    Those are some of the current top requests and it would be beyond strange, not to mention these things here. Lots of people (including myself) want to have Split-Screen, want to play on Endor with a Stormtrooper or infiltrate the Starkiller-Base as the Resistance. It would be a wonderful experience to explore Coruscant or Scarif in Instant Action or slaughter Droids as Mace Windu or Ahsoka Tano and i agree with these thoughts.
    But i want to focus mainly on things, i can hope to come into Instant Action in the next few months, on things, that are build on the content, that is already available in Instant Action. But now, let's dive into it...


    General Changes/ Bug Fixes/ AI-behavior/ Quality-of-Life:
    There are some things, i can't really assign to a category (Is it a bug? Is it a feature? Is it some speacial AI behavior, that should be tweaked?), so i put everything, that's not related to options in this paragraph.
    • As mentioned before, you should take a look at the default damage output and accuracy of bots, since this can be some kind of a horrible experience for some players.
    • I know, it‘s coming at some time, but AI-Droidekas and AI-Vehicles are needed in this mode.
    • Enemy heroes and allied bots should be visible on the Mini-Map. This is the case in Multiplayer, so i don‘t see the reason, why this shouldn‘t be a thing in Instant Action (and Co-Op) as well.
    • At the moment, you aren‘t able to see, how many kills you‘ve got and how often you died, so i‘d really like to see a Scoreboard, like you have in literally other mode in the game. Of course this Scoreboard should show the AI players as well.
    • I really like the beginning of the matches, with the camera moving from top to the normal vision and the „You‘ve got roger rogered“-Theme (which could be a little louder tbh), but the End of a match feels a bit clipped, like Arcade. So i suggest to implement a short cutscene at the End. Just take that scene at the end of the Co-Op-matches, it would fill that role more than satisfactory.
    • After the cutscene at the end (mentioned before), you should implement a Leaderboard. This is not just epic to see, it would give the offline Community a reason to buy victory poses as well.
    • The bugs, that are currently in the mode, must be fixed as well. So bots shouldn‘t be able to shoot, while thrown or on the ground (it‘s still there, at least in IA) and the planetary Theme, should start with the Loading-Screen (not important, but the only other bug, i could find).
    • The player should be able to play as every Hero from the other eras on the CW Maps in Instant Action. If someone want to keep that mode era-accurate, then he just shouldn‘t play them. That way, it is in the player‘s hands to decide, if he/she wants Luke, Rey, Vader or Lando to be a part of this mode. The AI keeps picking the era-accurate heroes.
    • Perhaps it would be nice to be able to play as starfighters as well. I understand, that it is a bit too complicated to create Starfighter AI for that mode at the moment, but again: if at least the player is able to play as one, the mode would feel much more „in the player‘s hands“ and this is vital for a sandbox mode imo.


    Game Modifications:
    As the title says, this little paragraph shows you my ideas for new and updated Modifications for Instant Actions. I don‘t want to talk around the bush for long, so let‘s start with it:
    At first i take a look at the Modifications, that are currently in the game and how the devs could improve them:
    • „Map“ → This Modification can‘t be really improved (besides bringing in new maps or new times of day), so i‘ll leave it as it is.
    • „Enemy heroes“ → At the moment it is a „Yes/No“-Modification. If this gets updated it should have the following Options: „0“, „1“, „2“, „3“, „4“. That way you not only toggle them on or off, you can also decide, how many of them are on the map at the same time.
    • „Battle Points“ → This one is almost fine, but i can still be improved. To be a bit clearer, i‘d like to see the Options renamed into „Double Amount“ (instead of „Fast“) and „Half Amount“ (instead of „Slow“). On top of that, there should be an Option „Off“, so you can start the match, playing as whatever you want. Sometimes it‘s a little bit frustrating, when you want to play a normal-length match as a hero and you have to earn the BPs for it and then you die and have to earn them again and so on, so that you are actually playing as a hero for quite a short time (i write this with my best friend‘s facial expression in mind, after he died as a hero and realised, that he has to earn BPs again (he isn‘t really good in this game, but he still enjoys it)).
    • „Match length“ → This one can be improved a lot. Instead of changing the time, you have to hold the majority of CPs to gain Percentages, the devs should just raise the Percentages needed to win the match. This Modification would be similar to the Arcade-Modification, that changes the number of Tickets. I‘m thinking about Options like „25%“, „50%“, „75%“, „100%“, „125%“, „150%“, „200%“, „300%“, „500%“. Perhaps it isn‘t needed to have that many different Options for this Modification, but i think you all agree, that you have a better feeling, how long one match would last, if this Modification would look like that.
    • „Difficulty“ → This Modification should be completely removed, since i have some ideas to replace it with some more customizable Modifications.

    In this paragraph, I present you my ideas for some new Options for Instant Action:
    • „Allied Heroes“ → This Modification would just bring in some Heroes to your team. The Options would be: „0“, „1“, „2“, „3“ and „4“. If you choose a Hero, that is currently used by the AI, this bot respawns and spawns as whatever you played before (or it spawns as a Trooper, if you played as a non-CW-Hero or as a Starfighter).
    • „Player-Team-Size“ / „Enemy Team-Size“ → It would be the same as it is on PC, but with less bots. If you balance the teams, it would be 13vs13 at maximum. If one Team shall have more bots than the other, then you can also set this Modification to more bots as long as the total amount of bots isn‘t higher than 25 (so 20vs5 is OK, 20vs6 is not), if it can‘t be increased in the future.
    • „Allied Reinforcements“/“Enemy Reinforcements“ → This Modification shall give you a possibility to toggle off Reinforcements, if you want to do that. The Options for this one, that came to my mind, are „on“ (every Reinforcement class is allowed), „off“ (no Reinforcements), „only Aerials“, „only Infiltrators“, „only Enforcers“.
    • „Allied Vehicles“/“Enemy Vehicles“ → Similar to the Modification above, this gives you the possibility to toggle off Vehicles. Possible Options are „on“ (Speeders and Armors), „off“ (no Vehicles), „only Speeders“ and „only Armors“.
    • „Player‘s health“/“AI health“ → This is almost the same Modification as in Arcade. The Options would be: „Half Amount“, „Normal“ and „Double Amount“. Since the AI is using Heroes and Reinforcements, it would be a bit strange to implement a „one hit“ option, but it would work for the player. Also an Option „Unlimited Health“ for the player would be nice for those players, who wants to play Instant Action as some kind of God-Troopers/-Heroes.
    • „Mini-Map“, „Ability recharge“ → These Modifications are in Arcade as well and i would want them to have in Instant Action with the same Options as in Arcade.
    • „Enemy apperances“ → This one changes the skins, the enemy Troopers are using and i thought about the following Options: „Standard“ (the bots are using the planetary default skins), „Mixed up“ (the enemy Troopers are using the unlocked skins randomly) and „Choose“ (the player can choose one skin per Class to be used by the enemies).
    • „Allied Trooper‘s appearances“ → This Modification would be the same as the one before, but there would be an additional Option „Match the Player“, so the allied AI Troopers use the same skin as the player. If the player changes his skins mid-game, the AI-skins would remain the same.

    Now coming to an idea, that i saw a few days ago, posted in the forums (i can‘t find anymore though and so i can‘t give credit to the one, who had this brilliant idea): sliders. This would replace the „Difficulty“-Modification and works as follows: you have bar and a marking for every of the following Modifications. You can pull the marking on the bar to the left or to the right. It would have 5 steps and would look a bit like this: a <-> b <-> c <-> d <-> e (in short: it works, like some of the Audio-Option-Sliders or the Team-Size-Modification on PC). If you pull every slider to the left, it would be the easist setting, you can have. If you pull them to the right, it would be the hardest setting. The Modifications would change things about the AI and they are:
    • „AI-Agressiveness“: low <-> low/normal <-> normal <-> normal/high <-> high
      → This Modification would change the way AI Heroes behave, as well as the AI behavior concerning defending/attacking CPs.
    • „AI-shoot-accuracy“: low <-> low/normal <-> normal <-> normal/high <-> high
    • „AI-Damage-Output“: low <-> low/normal <-> normal <-> normal/high <-> high
    • „AI-grouping-behavior“: low <-> low/normal <-> normal <-> normal/high <-> high
      → This Modification would determine, if the AI is grouping up or if they are running over the map alone.

    Another idea, i saw on the forums recently (can‘t find it again though) was the suggestion, if it wasn‘t possible to add additional bots for every team, if the player is connected to the internet. That way the bots would be done via an EA-Server and not via hardware (PS4/XBOX1). You could possibly experience 32vs32 Instant Action on consoles and if this is possible, i can imagine, that Split-Screen in Instant Action should be possible as well (i assume, that this way the bots would be less performance intensive (as i did, when i talked about Split-Screen in Co-Op), so i may be wrong concerning this) and i would get completely behind it.


    But now my long list of ideas finally comes to an end. Of course I don‘t expect everything, I mentioned, to come to the game, but I‘d like to see at least some of these ideas implemented (only, if there is no better suggestion). If you‘re still reading this: Thank you! Please share your opinions about these ideas.

    Good shot !
    Hope to see kind of improvements at some point !
    This and Instant Action playable also online for coop or vs "private" matches !
    Please DICE make this dream come true !

    May The Force Be With You, Always.
  • SAM4XE
    367 posts Member
    edited November 3
    Capturing command posts isn't the issue.

    If you're referring to the ai capturing command posts then you couldn't be more wrong.
  • Coop on PC requires 4 players to start, I thought they changed it to 2? anyone else notice this?
  • Coop on PC requires 4 players to start, I thought they changed it to 2? anyone else notice this?

    It's the same on Xbox One. Know idea why they did that, it was working just fine before...
    * * *

    Original Trilogy & Sequel Trilogy for Instant Action in Battlefront II!


    #soloplayersmatter #singleplayersmatter #offlinegamersmatter
  • I'm so grateful to finally have a big offline mode with such a great AI. But as one of the devs said: this is just the beginning of Instant Action. Lots of things are great the way they are. Other things should be upgraded a little bit and this is why i post this here.
    A few weeks ago, i wanted to write down a list with ideas concerning Instant Action in this thread and now, 2 Patches and an Update later, finally i have the time and the words to do so. These are just my ideas (partly something, that came up to my mind, while i was playing and partly something, that is inspired by things, you guys just wrote). If you agree with these things: great. If you disagree: even better. That way, we can develop some of the ideas, i present to you, to something great, that possibly can find a way into the game.

    CO-OP:
    My ideas are mainly related to Instant Action but i think, Co-Op should be mentioned as well.
    The October Update was really big for this mode and it feels much more complete with the Defend-Scenarios, Co-Op just received. But unfortunately, i have to agree with @Scoundrel and @Gothic_Mando: the difficulty settings were a bit better, a bit more relaxed before the October Update. This is noticeble especially in these new Defend-Scenarios, since your AI-Teammates doesn‘t really push the enemies off. But of course this is the case in the Attack-Scenarios as well.
    Perhaps this could be improved by some AI tweaks concerning damage output and especially shoot accuracy.
    AI-spawn-fixes should be looked at as well. Right now, you have sometimes a little Server-lag and at that moment all AI-enemys are spawning simultaneously. If the AI wouldn't spawn as an army, but then and now as a little squad, both, the Server-lags would be improved and the difficulty perhaps as well.
    Besides that, i think DICE should allow Split-Screen for Co-Op. Just let the first player get some XP and the second doesn‘t, if that‘s the problem. It would make lots of people happy. I assume online Split-Screen is less performance intensive than splitscreen in Instant Action, or am I wrong?
    Also you should take a look at the spawn timer, since this reduction change doesn‘t work for me.



    But now focusing on Instant Action. Before i start with the main part, i have to mention as few things, by name: Maps, Modes and Eras:
    Those are some of the current top requests and it would be beyond strange, not to mention these things here. Lots of people (including myself) want to have Split-Screen, want to play on Endor with a Stormtrooper or infiltrate the Starkiller-Base as the Resistance. It would be a wonderful experience to explore Coruscant or Scarif in Instant Action or slaughter Droids as Mace Windu or Ahsoka Tano and i agree with these thoughts.
    But i want to focus mainly on things, i can hope to come into Instant Action in the next few months, on things, that are build on the content, that is already available in Instant Action. But now, let's dive into it...


    General Changes/ Bug Fixes/ AI-behavior/ Quality-of-Life:
    There are some things, i can't really assign to a category (Is it a bug? Is it a feature? Is it some speacial AI behavior, that should be tweaked?), so i put everything, that's not related to options in this paragraph.
    • As mentioned before, you should take a look at the default damage output and accuracy of bots, since this can be some kind of a horrible experience for some players.
    • I know, it‘s coming at some time, but AI-Droidekas and AI-Vehicles are needed in this mode.
    • Enemy heroes and allied bots should be visible on the Mini-Map. This is the case in Multiplayer, so i don‘t see the reason, why this shouldn‘t be a thing in Instant Action (and Co-Op) as well.
    • At the moment, you aren‘t able to see, how many kills you‘ve got and how often you died, so i‘d really like to see a Scoreboard, like you have in literally other mode in the game. Of course this Scoreboard should show the AI players as well.
    • I really like the beginning of the matches, with the camera moving from top to the normal vision and the „You‘ve got roger rogered“-Theme (which could be a little louder tbh), but the End of a match feels a bit clipped, like Arcade. So i suggest to implement a short cutscene at the End. Just take that scene at the end of the Co-Op-matches, it would fill that role more than satisfactory.
    • After the cutscene at the end (mentioned before), you should implement a Leaderboard. This is not just epic to see, it would give the offline Community a reason to buy victory poses as well.
    • The bugs, that are currently in the mode, must be fixed as well. So bots shouldn‘t be able to shoot, while thrown or on the ground (it‘s still there, at least in IA) and the planetary Theme, should start with the Loading-Screen (not important, but the only other bug, i could find).
    • The player should be able to play as every Hero from the other eras on the CW Maps in Instant Action. If someone want to keep that mode era-accurate, then he just shouldn‘t play them. That way, it is in the player‘s hands to decide, if he/she wants Luke, Rey, Vader or Lando to be a part of this mode. The AI keeps picking the era-accurate heroes.
    • Perhaps it would be nice to be able to play as starfighters as well. I understand, that it is a bit too complicated to create Starfighter AI for that mode at the moment, but again: if at least the player is able to play as one, the mode would feel much more „in the player‘s hands“ and this is vital for a sandbox mode imo.


    Game Modifications:
    As the title says, this little paragraph shows you my ideas for new and updated Modifications for Instant Actions. I don‘t want to talk around the bush for long, so let‘s start with it:
    At first i take a look at the Modifications, that are currently in the game and how the devs could improve them:
    • „Map“ → This Modification can‘t be really improved (besides bringing in new maps or new times of day), so i‘ll leave it as it is.
    • „Enemy heroes“ → At the moment it is a „Yes/No“-Modification. If this gets updated it should have the following Options: „0“, „1“, „2“, „3“, „4“. That way you not only toggle them on or off, you can also decide, how many of them are on the map at the same time.
    • „Battle Points“ → This one is almost fine, but i can still be improved. To be a bit clearer, i‘d like to see the Options renamed into „Double Amount“ (instead of „Fast“) and „Half Amount“ (instead of „Slow“). On top of that, there should be an Option „Off“, so you can start the match, playing as whatever you want. Sometimes it‘s a little bit frustrating, when you want to play a normal-length match as a hero and you have to earn the BPs for it and then you die and have to earn them again and so on, so that you are actually playing as a hero for quite a short time (i write this with my best friend‘s facial expression in mind, after he died as a hero and realised, that he has to earn BPs again (he isn‘t really good in this game, but he still enjoys it)).
    • „Match length“ → This one can be improved a lot. Instead of changing the time, you have to hold the majority of CPs to gain Percentages, the devs should just raise the Percentages needed to win the match. This Modification would be similar to the Arcade-Modification, that changes the number of Tickets. I‘m thinking about Options like „25%“, „50%“, „75%“, „100%“, „125%“, „150%“, „200%“, „300%“, „500%“. Perhaps it isn‘t needed to have that many different Options for this Modification, but i think you all agree, that you have a better feeling, how long one match would last, if this Modification would look like that.
    • „Difficulty“ → This Modification should be completely removed, since i have some ideas to replace it with some more customizable Modifications.

    In this paragraph, I present you my ideas for some new Options for Instant Action:
    • „Allied Heroes“ → This Modification would just bring in some Heroes to your team. The Options would be: „0“, „1“, „2“, „3“ and „4“. If you choose a Hero, that is currently used by the AI, this bot respawns and spawns as whatever you played before (or it spawns as a Trooper, if you played as a non-CW-Hero or as a Starfighter).
    • „Player-Team-Size“ / „Enemy Team-Size“ → It would be the same as it is on PC, but with less bots. If you balance the teams, it would be 13vs13 at maximum. If one Team shall have more bots than the other, then you can also set this Modification to more bots as long as the total amount of bots isn‘t higher than 25 (so 20vs5 is OK, 20vs6 is not), if it can‘t be increased in the future.
    • „Allied Reinforcements“/“Enemy Reinforcements“ → This Modification shall give you a possibility to toggle off Reinforcements, if you want to do that. The Options for this one, that came to my mind, are „on“ (every Reinforcement class is allowed), „off“ (no Reinforcements), „only Aerials“, „only Infiltrators“, „only Enforcers“.
    • „Allied Vehicles“/“Enemy Vehicles“ → Similar to the Modification above, this gives you the possibility to toggle off Vehicles. Possible Options are „on“ (Speeders and Armors), „off“ (no Vehicles), „only Speeders“ and „only Armors“.
    • „Player‘s health“/“AI health“ → This is almost the same Modification as in Arcade. The Options would be: „Half Amount“, „Normal“ and „Double Amount“. Since the AI is using Heroes and Reinforcements, it would be a bit strange to implement a „one hit“ option, but it would work for the player. Also an Option „Unlimited Health“ for the player would be nice for those players, who wants to play Instant Action as some kind of God-Troopers/-Heroes.
    • „Mini-Map“, „Ability recharge“ → These Modifications are in Arcade as well and i would want them to have in Instant Action with the same Options as in Arcade.
    • „Enemy apperances“ → This one changes the skins, the enemy Troopers are using and i thought about the following Options: „Standard“ (the bots are using the planetary default skins), „Mixed up“ (the enemy Troopers are using the unlocked skins randomly) and „Choose“ (the player can choose one skin per Class to be used by the enemies).
    • „Allied Trooper‘s appearances“ → This Modification would be the same as the one before, but there would be an additional Option „Match the Player“, so the allied AI Troopers use the same skin as the player. If the player changes his skins mid-game, the AI-skins would remain the same.

    Now coming to an idea, that i saw a few days ago, posted in the forums (i can‘t find anymore though and so i can‘t give credit to the one, who had this brilliant idea): sliders. This would replace the „Difficulty“-Modification and works as follows: you have bar and a marking for every of the following Modifications. You can pull the marking on the bar to the left or to the right. It would have 5 steps and would look a bit like this: a <-> b <-> c <-> d <-> e (in short: it works, like some of the Audio-Option-Sliders or the Team-Size-Modification on PC). If you pull every slider to the left, it would be the easist setting, you can have. If you pull them to the right, it would be the hardest setting. The Modifications would change things about the AI and they are:
    • „AI-Agressiveness“: low <-> low/normal <-> normal <-> normal/high <-> high
      → This Modification would change the way AI Heroes behave, as well as the AI behavior concerning defending/attacking CPs.
    • „AI-shoot-accuracy“: low <-> low/normal <-> normal <-> normal/high <-> high
    • „AI-Damage-Output“: low <-> low/normal <-> normal <-> normal/high <-> high
    • „AI-grouping-behavior“: low <-> low/normal <-> normal <-> normal/high <-> high
      → This Modification would determine, if the AI is grouping up or if they are running over the map alone.

    Another idea, i saw on the forums recently (can‘t find it again though) was the suggestion, if it wasn‘t possible to add additional bots for every team, if the player is connected to the internet. That way the bots would be done via an EA-Server and not via hardware (PS4/XBOX1). You could possibly experience 32vs32 Instant Action on consoles and if this is possible, i can imagine, that Split-Screen in Instant Action should be possible as well (i assume, that this way the bots would be less performance intensive (as i did, when i talked about Split-Screen in Co-Op), so i may be wrong concerning this) and i would get completely behind it.


    But now my long list of ideas finally comes to an end. Of course I don‘t expect everything, I mentioned, to come to the game, but I‘d like to see at least some of these ideas implemented (only, if there is no better suggestion). If you‘re still reading this: Thank you! Please share your opinions about these ideas.

    Good shot !
    Hope to see kind of improvements at some point !
    This and Instant Action playable also online for coop or vs "private" matches !
    Please DICE make this dream come true !

    May The Force Be With You, Always.

    Hopefully, IA and co-op can get split screen as well.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • Starmasui73146
    1491 posts Member
    edited November 5
    Coop on PC requires 4 players to start, I thought they changed it to 2? anyone else notice this?

    It's the same on Xbox One. Know idea why they did that, it was working just fine before...

    Yeah I was wondering why they did that, now I sit in lobbies where as before we would start with 3 guys. I think that since final phase is so challenging they felt that it would be too hard with just 2 or 3. Thing is, if we got going with just 2 or 3 many times someone would join in. But it seems now sitting there with three in the lobby, unable to start, people grow impatient and quit and I'll wait an eternity. So weird, Murphy's Law I guess.


    DICE has moved the November Update to December and in fact there will be two updates according to a recent Tweet. Here's Ben Walke himself talking:

    We've also got some news regarding our content updates.

    🗓️ Nov update now arrives first week of Dec
    ⏭️ A second update in Dec will follow
    ✂️ No cut content, just dates moving
    🎉 Dec will be a celebration month for us, headlined by Star Wars: The Rise of Skywalker content pic.twitter.com/aK3FW2ZBfp

    — Ben Walke (@BenWalke) November 4, 2019
    Post edited by Starmasui73146 on
    “There is always hope.”
  • They could fix that by letting the COOP mode be playable offline just like Arcade and Instant Action.

    Would also be a great way for the Galactic Assault maps to be playable offline since the COOP mode uses those same maps.

    Then we just need the maps from the other eras and possibly Starfighter Assault as well :)
  • Gothic_Mando
    1944 posts Member
    edited November 4
    SAM4XE wrote: »
    Capturing command posts isn't the issue.

    If you're referring to the ai capturing command posts then you couldn't be more wrong.

    Ive only played Rookie difficulty. And from what I've seen, both teams capture command posts. It varies a little from match to match, sometimes my allies don't really capture enough, other times they'll capture them easily.

    Whereas enemy AI accuracy is ALWAYS too high, they feel almost like aimbots, which shouldn't really be a feature of the easiest difficulty setting, or even normal difficulty in my opinion.

    Aimbots = Hard, very challenging gameplay

    So it IS the biggest issue.
    ITS HAPPENIIIING!!! ^^

    Instant Action confirmed!!! ^^

    #SoloPlayers

    Check out our extensive, ongoing Co-op Playthrough /Discussion of Arcade / Instant Action mode on my YouTube too!^^


  • Hi!
    I agree of bots being way too lethal in IA on ROOKIE difficult. I get very easily torn by troopers when I play aa hero. Defeating AI hero is almost impossible. I would also love to have choice to play as any hero from any era in IA-maps giving more choices.

    Still wondering whether we are getting DREADNOUGHT & VENATOR maps for Arcade also? Right now there's no way for offline players to experience those maps and having them for HVV-mode but not Arcade makes no sense. Weren't we told we'd get all dlc maps for offline too? It makes me so confused...It would be nice playing those maps on Onslaught & Team Battle while issues with IA are being sorted out. It would also be nice playing something while waiting offline IA for OT & ST.

    Would love to get some answers for these questions, thanks!
  • Only1CookieMan1
    188 posts Member
    edited November 4
    I know a lot of people are going to disagree with me on this, but if the AI doesn't change why not level up?
    It is just as hard as players, same mode and the same size.
    I would be Fine if you couldn't level up, but only if the AI wasn't so hard. Before the update I was fine with not leveling up, but if it is THIS hard you should get more then some credits. I am not complaining or Trying to complain, but that might just be me idk.
    Instant Action Saved The Offline Community!!

    FRIENDLY FIRE -> ON/Off in IA
  • Hopefully with the increased time until the next update in December, we can get tweaked AI that does average damage and does not jump around (check Kamino at command point D and A when they fall onto the floor), as well as vehicle and droideka AI. Maybe we'll get a couple ST maps and a ROTS map for Instant Action?
  • Starmasui73146
    1491 posts Member
    edited November 13
    Jesbro wrote: »
    They could fix that by letting the COOP mode be playable offline just like Arcade and Instant Action.

    Would also be a great way for the Galactic Assault maps to be playable offline since the COOP mode uses those same maps.

    Yeah this would be amazing, I too would love an Offline version of Co-Op even it's just me and 3 super good A.I. warriors side by side against hordes of A.I.... But 2 humans and 2 A.I. would be the perfect path and of course split screen would put it over the top.

    But you know I've been thinking...If split screen is out of reach perhaps there is another solution. What if they were to give us "Co-Op" for Offline but gave us coach co-op in a different way? Instead of Split Screen what about something more like the classic X-Box 360 game "The Chronicles of Narnia: Prince Caspian"? In that game the players need to stay within tv screen site of the other player instead of Split Screen. This caused teamwork to get places. "The Lord of the Rings: The Return of the King" for the classic X-Box did this same kind of thing as well. The only bad thing about it is that you could not capture two different CPs at the same time as humans, though you would be able to play together. This is why I feel the same screen method is best for "Co-Op" mode Offline because the CPs become less and less as you go.

    Yeah this would be amazing, I too would love an Offline version of "Co-Op" even it's just me and 3 super good A.I. warriors side by side against hordes of A.I.... But 2 humans and 2 A.I. would be the perfect path and of course split screen would put it over the top.

    But you know I've been thinking...If split screen is out of reach perhaps there is another solution. What if they were to give us "Co-Op" for Offline but gave us coach co-op in a different way? Instead of Split Screen what about something more like the classic X-Box 360 game "The Chronicles of Narnia: Prince Caspian"? In that game the players need to stay within tv screen site of the other player instead of Split Screen. This caused teamwork to get places. "The Lord of the Rings: The Return of the King" for the classic X-Box did this same kind of thing as well. The only bad thing about it is that you could not capture two different CPs at the same time as humans, though you would be able to play together. This is why I feel the same screen method is best for "Co-Op" mode Offline because the CPs become less and less as you go.

    Notice how nether of these video games utilizes split screen...

    The Lord of the Rings: The Return of the King (by EA) Co-Op Offline multiplayer
    "The Black Gate"


    The Chronnicles of Narnia: Prince Caspian (by Disney Interactive) Co-Op Offline multiplayer "Cair Paravel"


    Yes there are three draw backs to using this method for Offline Co-Op:
    (1.) The view is farther back, your character is smaller.
    (2.) You have to stay within screen site of each other.
    (3.) You can not take two separate Command Posts at once.

    But if they give us the ability to give orders to our A.I. squad-mates then the two A.I. we can just command to defend or capture the C.P. we so chose.
    For example, if defending we can command the two A.I. to defend CP "B" while we defend CP "A". So it can work.
    Post edited by Starmasui73146 on
    “There is always hope.”
  • slarlac249 wrote: »
    skirmish had split screen on the 2015 game and that ran smoothly.

    The improved ai in instant action is leaps ahead of the skirmish ai, so it would be logical to assume split screen for instant action would be significantly more demanding. Split screen for Arcade maybe a more viable option.
  • Jesbro wrote: »
    They could fix that by letting the COOP mode be playable offline just like Arcade and Instant Action.

    Would also be a great way for the Galactic Assault maps to be playable offline since the COOP mode uses those same maps.

    Yeah this would be amazing, I too would love an Offline version of Co-Op even it's just me and 3 super good A.I. warriors side by side against hordes of A.I.... But 2 humans and 2 A.I. would be the perfect path and of course split screen would put it over the top.

    But you know I've been thinking...If split screen is out of reach perhaps there is another solution. What if they were to give us "Co-Op" for Offline but gave us coach co-op in a different way? Instead of Split Screen what about something more like the classic X-Box 360 game "The Chronicles of Narnia: Prince Caspian"? In that game the players need to stay within tv screen site of the other player instead of Split Screen. This caused teamwork to get places. "The Lord of the Rings: The Return of the King" for the classic X-Box did this same kind of thing as well. The only bad thing about it is that you could not capture two different CPs at the same time as humans, though you would be able to play together. This is why I feel the same screen method is best for "Co-Op" mode Offline because the CPs become less and less as you go.

    That would be a good alternative to me.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • SAM4XE wrote: »
    slarlac249 wrote: »
    skirmish had split screen on the 2015 game and that ran smoothly.

    The improved ai in instant action is leaps ahead of the skirmish ai, so it would be logical to assume split screen for instant action would be significantly more demanding. Split screen for Arcade maybe a more viable option.

    Arcade doesn't have the heroes, I am hoping for hero AI and split screen in the same mode.
    I am the same user as Elimelech401, that account was not tied to the game. I am hoping for more Skirmish with split screen and hero AI.
  • Rax
    38 posts Member
    I encountered friendly hero AI for the first time tonight. It may have been a bug, but I was playing Instant Action on Felucia as the Republic and distinctly saw and heard Chewbacca at the central command post with the buildings. Have any others come across anything similar?
  • Wtf did they do to the hero AI? It used to be so good and I used to have to think strategically in order to take a hero down. It was the most satisfying feeling when I finally did.

    Now they dumbed it down and made it *****. I seriously killed Obi Wan three times in a row like it was nothing and now it's completely boring.
  • Rax wrote: »
    I encountered friendly hero AI for the first time tonight. It may have been a bug, but I was playing Instant Action on Felucia as the Republic and distinctly saw and heard Chewbacca at the central command post with the buildings. Have any others come across anything similar?
    I have c chewbacca Anakin as well. It m be a glitch.
  • On EA's BFII site there is an article about the new AI. I suggest you to read it, it's great!
    Instant Action - Thank you Dice!
  • On EA's BFII site there is an article about the new AI. I suggest you to read it, it's great!

    lol the Clone Jet Trooper and Dooku was hilarious!
    Instant Action Saved The Offline Community!!

    FRIENDLY FIRE -> ON/Off in IA
  • ai sounds great on paper, in reality though it's a different story.
  • https://ea.com/games/starwars/battlefront/star-wars-battlefront-2/news/ai-article-deep-dive
    Intriguing article. Biggest thing I got out of it was this piece right here:
    There are two layers in Star Wars Battlefront II’s new AI tech. One is the tactical layer, and the other is the strategic layer. What is described above can be filed under the tactical layer; the moment-to-moment decision making written in code.What’s up to the game designers to figure out, on the other hand, is the strategic layer. This directs how the bots, prepped by the programmers with all the tactical know-how, will go about in a specific game mode.
    Based on the previous parts of the article, the tactical layer has many configurable attributes (accuracy for example). Soooo, why can't we have these attributes exposed to us in the pregame settings menu so we can truly customize the game difficulty!!?!? WHY!?!?
  • ai sounds great on paper, in reality though it's a different story.

    Exactly. The way it was before this most recent update was perfect. Now the hero AI somehow got messed up and it's much easier to kill, which is not a good thing. The other trooper AI and what not still seems pretty good though.

    I used to get so excited when I saw a hero AI on the battlefield, because I would have to assess my surroundings, find out where allied and enemy troopers were and strategically kite the hero towards my allies so that I could use numbers to distract him and ultimately take him down.

    Now I just see a hero running at my like a special olympics athlete from 50 yards away and mow him down before he even gets close. There's no brains required which kills the excitement.
  • Cross era heroes, friendly AI heroes and both enemy and friendly AI vehicles are coming soon to the game!
    Video games, music and movies for life!
  • clubprivat wrote: »
    Cross era heroes, friendly AI heroes and both enemy and friendly AI vehicles are coming soon to the game!

    Where did you get this info? I know about AI Vehicles, but i only heard, that they consider to bring allied AI Heroes. The last thing, i heard about Cross-Era Heroes was F8RGE saying, that they'll investigate, how it would work without them.
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