

At least they are making an easy difficulty, so they are doing something to the AI.


Well, actually they said, that it is possible. They need to provide a few fair but challenging AI difficulties and have the cheaters correctly labeled just like they did in SC2. I understand the limited knowledge the developers had back in but they really do need to make big changes to the AI in Reforged. Many times I have ambushed an Insane AI just to have it automatically run back to its base even if the path is right through my attackers. The biggest fault with the AI is that it chooses to hopelessly move units away from a losing fight when they are already trapped. Where an easy AI will go all in, the insane AI will micro the wounded units back and retreat if the math of the fight looks bad. The AI could use a lot more counter reactions on the micro level. Which makes the computer able to make big plays or sometimes fail. The reason for this exact time frame is that primed human reaction time is 0. From my own experience with mapmaking i added an AI that has a reaction time of 0.

Delayed counter reactions: This is usually the problem with AI in games, they add super reaction time to whatever the human player does and it becomes cheesy. So mispositions, while rare, can still happen. If a wounded unit is pulled back, the AI can click anywhere between a radius of 90 units. Issuing a build order on that APM? How and where the AI can click to move units will be rougher. How could you improve insane AI without getting out of the game rules? I really would appreciate it. I wonder… Could you reprogram a insane difficulty without getting out of the game rules? Like, you add scripts to these maps that say to insane what could they do to get advantages.
