[quote name='bajadulce' post='3348' date='Mar 27 2008, 07:44 AM']Watching these 2 Teamvs. replays it is apparent that the computer is both way too easy in the early part of the game and maybe just a bit too hard in the middle game? The later part of the game (post 35ish minute mark) = fuck it! Bring it on whatever you got![/quote]I agree about the first part, but not completely about the second. In the 3v2 game we played I had at some point 10 running stardocks, and had we managed to hold that outpost in the middle of the map, I am pretty sure we could've won that game. Also, take note that we have yet to play a balanced game, since it should be 4v2 or 2v1, to my mind. My point is, don't nerf the midgame...yet. Actually, if the AI gets to late-game, it may be pretty much over, since it is very hard to compensate for massed Tiamats with superior micro, although I still see the light in the tunnel (Croniades or massed mid-tier army mix).
I would just like to say that I am sort of a masochist when it comes to difficulty levels and I take pleasure in the most serious carnage even if it is lost in the end. I often play games on the highest difficulty level right off the start, just to set the bar very high (even if it turns out that I am not able to cope with it), so please take this into account too.
In the works for v2.0 Insane + Team vs.
* Faster initial base for computer. By the time you get there ION cannons + slightly quicker training flys. (currently all flys are the same train time as player)
I agree about Ions but not about ffs, since it can make the comp early rush simply undefendable. I suggest you leave it the way it is now. We're well trained in the ways of the AI as of now, so we have a different perspective.
* fix the nukes so cpu can use them!
But please, with Embars and not Dracos. Otherwise I am afraid it will be unplayable.
* MORE AAAI MAPS!
Also remember the photon-cannon you witnessed in the early betas?
Photon-cannon unit i.d is still availiable, and it could be made into a cpu mirrored Ion Cannon that sidesteps the buildtime/requirements. If you demand rush-proof Ai's for the insane modes, we can deliver!
Just please, don't turtle the AI too much. 1 or 2 Ions is ALL it needs to deal with the firefly counter-rush. The goal is to make it counter rush-proof, not turtle like crazy. Speaking of it, I think you can a similar counter-counter-rush measure for each difficulty, but simply a little bit later for the lower difficulty levels.
For fun, watch the 3v1 Teamvs. replay that Shadowy, BKiller, and baja played, but watch the replay with the NORMAL mode. It's not the same game, and all 3 players get killed. What is interesting however, is how well the NORMAL computer actually builds in that replay. At the 25 minute mark the computer is amazing. Here is a screenshot of that replay on Normal btw:
Had the AIs played as Normal, they both would probably be dead by the 15 minutes mark
It's an interesting idea though, comparing the reps with different difficulty levels.