View Full Version : AI and point blank range
While playing DG I am always under the impression that the AI almost invariably tries to get close to my ships. Very close. Less than 1 kilometer.
While closing the distance its ships are usually simply torn apart by my ships firing broadside.
However, one time I was tired and pressed the autoresolve button in an engagement of the "Lyena" with a Japanese auxilliary cruiser. Thanks to one of the patches the automatic battle can be viewed at an enlarged tactical screen.
Here's what happened. The "Lyena" opened fire from her 120mm at the max range, and kept closing. Then, at about 4300 meters she ceased to close the distance, and started making circles around the Japanese vessel. In such a manner she expended all her ammunition, and I was forced to abort the game, because it was quite possible that the battle would never end.
I began wondering why this time the AI kept away from the target, instead of its usual practice of getting very close. Then I realised that the "Lyena", as opposed to the vast majority of other vessels, does not have any torpedo tubes.
Here's my idea: the AI always tries to get very close to player's ships because it is programmed to use every weapon against the target.
Any comments?
SunScream
07 Mar 07, 13:02
I have had a battle between a small guns only Japanese cruiser (me) and Askold (AI). Askold stood off at 6000M and shelled away until her ammo ran low then she sailed off. Never attempted to close to torpedo range.
mike_espo
07 Mar 07, 13:16
Yes, I was about to make a post regarding this. I noticed in my campaign that jap cruisers close to <2000m to engage, historically, ranges were more like >6000m, in fact, one account states that point blank range was on the order of 3000 yards! :surprise:
I have had a battle between a small guns only Japanese cruiser (me) and Askold (AI). Askold stood off at 6000M and shelled away until her ammo ran low then she sailed off. Never attempted to close to torpedo range.
Interesting. Haven't noticed that.
Therefore it seems that the AI has three modes - 1. run away, 2. engage cautiously, 3. all-out assault.
The trouble is that I have more than once annihilated equal or slightly stronger forces because the AI would revert to the mode number 3 - close in, regardless of the cost.
It usually happens when my Vladivostok Force crushes the "Chiyoda" and the 6PCs, which accompany her.
Personally I have never seen mode 2
Therefore it seems that the AI has three modes - 1. run away, 2. engage cautiously, 3. all-out assault.
Personally I have never seen mode 2
I have seen # 2 a couple of times. It seems to happen when I attempt to attack with two columns, one on each side of the enemy. The AI reacts to this by turning sharply to one side so that it closes the range with one column while staying out of range of the other.
Otherwise they will almost always steam straight at you and not turn to the broadside until they are very close. It's strange because the AI opens fire from extreme range but goes out of their way to close the range as rapidly as possible because accuracy is poor beyond about 4000 yards. Why not wait before opening fire then? I always hold fire until around 6000 yards and try to keep the range between 1500-3000, but if the AI ships are faster they won't allow me to do this, except when they do something stupid like break off a chase to go after a burning wreck, like Beatty's ships at Dogger Bank. :nuts:
If you decide to use the 'end battle' option the AI will do strange things. Most annoying is when there is more than one enemy ship and all you can do is watch the cargo ships sail away in opposite directions and your cruiser sets a course right in between them and they both get away. Another thing the AI often does is shoot from long range and waste all the ammo. Unless its a neutral ship I always engage it myself. Which is why I have been playing a Russian campaign for about 6 months. :shock:
Otherwise they will almost always steam straight at you and not turn to the broadside until they are very close. It's strange because the AI opens fire from extreme range but goes out of their way to close the range as rapidly as possible because accuracy is poor beyond about 4000 yards. Why not wait before opening fire then? I always hold fire until around 6000 yards and try to keep the range between 1500-3000, but if the AI ships are faster they won't allow me to do this, except when they do something stupid like break off a chase to go after a burning wreck, like Beatty's ships at Dogger Bank. :nuts:
This is what annoys me the most. "Crossing the T" is ludicrously easy in this game because the AI doesn't care about it.
In the Ulsan scenario, which I played when I had only the demo, the AI did exactly the same. Russian cruisers simply cannot place enough shells in the Japanese ACs, and the engagement ends in AI victory. However, during the campaign game the AI sends the "Chiyoda" and some PCs after the Vladivostok force, later reinforced with two ACs. This force would easily win, or inflict considerable losses, if only the AI tried to keep some reasonable distance and engage in an artillery duel at paralell courses.
I do sincerely hope that the AI would get tweaked a little bit. Othewise it's just too easy and not satisfying.
Shanghai Slim
12 Mar 07, 10:48
This is what annoys me the most. "Crossing the T" is ludicrously easy in this game because the AI doesn't care about it.
On the other hand, if ships can fire right over their neighbors' decks, there is less advantage to "crossing a T" anyway.
Also, I believe I recall reading around here that some Japanese ships have an advantage of broadside guns with 180 degree arcs of fire, so they could deliver a larger payload directly ahead than most Russian ships. For the Russians, that would further reduce the benefits of "crossing the T".
So maybe it balances out. :-)
vBulletin® v3.7.0, Copyright ©2000-2008, Jelsoft Enterprises Ltd.