harpy eagle wrote: For now as a stop-gap measure I'm just going to revert to the vanilla behaviour of ceasing all ship movement whatsoever:
Workaround is working as intended, but will not make any difference in the outcome
If you would like to make the vanilla move behaviour work correctly, I would try the following:
- Remove standoff rule from all cases except for heavy weapon outfitted attackers
- Block bombers from being sent out for at least the first turn and for at least 3 turns if there are only star bases defending the planet (so that the carriers have time to get in range, soak up some fire and give time for rockets to arrive and soak up additional PD fire)
Cant say yet how much the new movement rules have added to the overall performance of the AI but suspect that not much (even outside of planetary invasions)
The most effective measures in my opinion in descending order:
- Reservation of PD fire (this is a game changer once close combat phase kicks in as previously they were just soaking up all torpedo, rocket and bomber damage directly)
- Dynamic target selection: this has made the AI a bit unpredictable (a very good thing) and you cannot manipulate them anymore by simply presenting a ship to shoot at. The AI will mercilessly go for the juiciest target, and even though this has some oddities in planet invasion, it greatly enhances difficulty and fun factor thereof
- Assault Shuttles - This element has great potential but is currently held back by the reserved PDs
and their often long engagement distances where they are usually picked off (maybe they should always go last after missiles and other crafts have launched)
- Smart MGMT of Interceptors: same as PD but even more effective (until fighters are not picked up themselves by PD:))