Hmm. I have been away from SC for a year or two, so maybe some things changed. When i mentioned energy storages, i had sorian AI in mind. The last time i played, i dont remember needing more than 1 or 2 energy storages for overcharge. Did that change in recent months ?
Teleporting SACUs again .. never saw that in AI games. Experimental shields arent part of vanilla game, at least they werent the last time i played. Maybe i should read all the new things that changed, i was completely confused about factory vs factory HQ the last time i played.
I know that expert players build energy storages, early for overcharge and late for, well, safety. But that sorian AI had no reason to build 20 energy storages. It should spend that mass to actualy do more things. Look at this, from my last play 1v1 vs sorian, and remember, that was the play that was actualy challenging and fun:
https://i.imgur.com/qx8u4KN.png
Look at this build from the enemy. This is wrong on so many levels. No mass storage around extractors. No reclaming T1 pgens when clearly T2 pgens are around and can be built. And soooo many energy storages going to waste, not being used at all. All the mass from this energy storages could be used to produce some extremely decent units. Instead, i barely saw any T2 land, a shield and a T2 tank, no T2 air, no nothing.
I know making AI is hard, im actualy interested in how its being done for this game. Years back, in age of empires 1 game, i proposed a simple tournament where we each made our own AI and then had them battle head to head to see which one wins the tournament. It was fun. And for some reason, sometimes playing against AI is even more fun than real human. Because real human, you usualy know what he will do. AI .. if done correctly .. you can never really predict its behaviour.