How many targets were these witches considering???
https://youtu.be/qqvA9O2Wdr8
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How many targets were these witches considering???
https://youtu.be/qqvA9O2Wdr8
My main concern regarding Ai, probably is the builder Hall..specifically the builder Machine
Somehow it keeps ignoring buildings right in front of it and attacks the building behind..and on some occasions completely ignores about 2 or 3 buildings and heads straight for a crusher or a random defence.
Also would like some clarification on Push Traps..it sometimes pushes the builder machine to go outside whereas its initial target was the builder hall when deployed e.g minions have taken out all buildings in an L shape but there's one building at the bottom of the base..so you drop the BM at the top and it targets the BH on deployment..then his moving towards the builder hall when he steps on a push trap and then changes target to the building at the bottom of the base
This has happened a couple of times so was just wondering if it's an Ai issue as well
Well done with your garbage AI "improvements" SC. Queen is too scared to go into a base so my healers are getting wrecked on the walks, bowlers won't take the jumps into the core. Despite what's been said, do yall seriously play your own game? I really do find it hard to believe... Between the BB update (haven't touched it in weeks) and these last AI improvements, you have really made me consider whether or not to keep playing. Only thing that has truly improved is my bank account. Money is staying there instead of going to you. Well done.
darian what you are supplying is *kind of* what the non ranged attack troops are doing.
Ranged attackers that must consider walls seem to be picking their target based on pathing distance to target. i.e. how many tiles the unit must walk before opening fire. Why there is this 3 now 5 # of possible targets I don't get at all. This should be working on site range, and picking the closet target. i can get where if you consider everything in range at once you would have poor performance, so probably just kick it out the units attack range each search iteration out to max range and pick the closest. That's how *I* would do it if I was coding this.
Granted I'm not ;)
Still why not pick the closest target ? i.e. pick the closest target that you can hit that doesnt' involve shooting a wall. If none of those exist in site range, then just pick the closest. as someone mentioned earlier, the KISS principle applies here.
As it is now it's like there is a hazy guildline to what our units will do, generally favoring not penetrating walls. This consider 5 different targets feels almost like a randomizer on the target selection. Which for a strategy game is no good at all.
Seems like a randomizer to me. I don't understand the new targetting system at all. The explanation actually made it *more* confusing. Why are troops considering 5 buildings now? What was wrong with 3 that it needed a change. Three seems like the maximum you would want; adding more just seems like a way to reduce predictability of troop pathing. I mean, why stop at 5? Why not 9999999? Certainly more is not better here.
So you're saying a troop is re-targeting based on time? So if the distance between the troop and the closest building (gold storage) is 9 tiles (random number) The troop locks onto a gold storage and before it reaches the target it has a chance to re-target and attack something else?
If there isn't a wall then why would the troop re-target? Because that's whats happening. Also why is this AI change effecting air troops? If walls are a non issue with air troops then why are air troops re-targeting and attacking something else?
This AI change + the troop position change are causing troops to ignore the closest buildings at times.
From your description it seems that they added a countdown on the troops that if it hasn't engaged in a specific time period it will re-target. It seems it's not even checking if walls are the reason for the delay. Which is probably why air troops are targeting buildings behind the original target.
If true this seems like a way to promote spam attacks. We have very little control over troops once we drop them.
I just stupidly tried a aq walk in war. Surprisingly aq was ok but wallbreakers. 1 went ok to scout for bombs. Dropped 3 to open wall in the EXACT spot and the went somewhere else ruining aq walk. What should have been a well planned 2 or 3 ended up a lucky 1. Supercell are a disgrace for what they have done to the ai and have ruined the game. Not just a slight change. ruined! Show some respect and class and advise when this is getting sorted.
Darians reply killed the last hope I had that they were trying to fix this mess, but it seems they are content with this chaos, so I think that it’s my cue to say goodbye to this game. I will probably check back on the forum for a while just in case, but after just falling out of legends league after another disastrous raid I’m done.
Very sad on a game that were great. I have played since 2014 without getting tired of the game until this AI change.