Subject: Issue Report and Feedback on Large Naval Maps with Concentrated Resources
Dear Mod Author,
I am writing to report some issues and provide feedback based on my experience playing on large naval maps (greater than 20km) with concentrated resources.
On these maps, I've found that bomber snipes and precise SCU teleport attacks are highly effective strategies. I believe exploiting the AI's tendency to multitask allows for consistent SCU teleport raids or SCU + TML teleport attacks (targeting structures like SMDs or ACUs). The ability to quickly retreat and re-engage makes this a low-cost and effective way to target vulnerable points in the base. Teleporting directly into the base center, bypassing PD and heavy defenses, is often more effective than using satellites.
Furthermore, in the late game, with a larger number of engineers, it's possible to conduct ASF sweeps of the player's base (even if they are lost, they are quickly replaced) followed by bomber snipes, specifically targeting the player's ACU and SMDs.
Here is more specific feedback based on a 40x20 naval map with concentrated resources:
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M28aix's ASF manufacturing is strong, but its air superiority is weak. Its ground strike/bomber units fail to closely coordinate with its ASF escorts, resulting in the ground strike/bomber units lacking adequate protection.
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After achieving air superiority in an engagement, M28 failed to quickly capitalize by deploying its ground strike/bomber units to eliminate key enemy units.
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M28's air units, such as ground strike aircraft, appear overly cautious. They often patrol in the middle of the map instead of actively engaging in targeted strikes.
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A recurring issue persists: M28 built a significant number of T4 air units (15 in this instance), but M28aix repeatedly pulled them back and forth, hesitant to attack the player's main base. Even as M28 lost the game, its T4 air force remained unused.
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Large-scale naval battles felt too sparse. M28 invested more heavily in naval units than the player, but its unit composition was problematic. For example, it built insufficient numbers of battleships (BBs) and submarines. It constructed a large number of destroyers (DDs) which were destroyed by the player's concentrated BB fire before they could reach effective range. Additionally, a large portion of M28's navy patrolled in the middle of the map. M28 did not seem to intend to concentrate its naval forces for a decisive attack on enemy fleets, important shipyards, or land targets. I suspect the AI "A-moved" a target, but the varying speeds of the units prevented them from focusing fire effectively. Consider having the AI initially group its fleet near the player's base before initiating a coordinated rush.
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The AI remains vulnerable to ACU and bomber assassination tactics. Even with full map vision, the AI's ASF did not intercept bombers. This made assassinations very easy. We assassinated four of M28's largely undefended ACUs using two Mavors.
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M28aix built Diamond defenses within several shield generators, but it lacked any defense against SCU teleports. We teleported an SCU next to one of M28's Diamonds. The Diamond was instantly destroyed by friendly fire from battleships and missile ships, while my SCU safely returned to base.
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The previously mentioned AI overwhelm issue has not been resolved. In several matches, after the AI's structures were destroyed, newly constructed buildings still appeared to have the base production rate, and the bonus values applied to existing structures were also incorrect.
Thank you for your time and dedication to the mod. I hope this feedback is helpful in improving the AI's performance on these types of maps.