In the first game I didn't do a lot of MP sessions: I like 1vs1 but by the time I had a good Internet connection the lobby was empty or full of people wanting to do 25 vs 25
Basically I played for exploring scenarios and for the achievements so I can say I've pretty much tested the AI.
One thing that I'd like to change is the too static way of thinking of the AI: it seems that no matter what the choices made by the AI were repeated over and over even when it makes no more sense to repeat those.
I'll do some examples to better explain myself and hoping that can be fixed in SinsII. Please note that when I'm referring to AI I mean the SinsI AI, not the one of the tech demo SinsII.
-Static attack type: AI attacks me with dozens torpedo unit to destroy building from afar. Ok, AI loses the battle. 10 minutes later: AI build a new army full (again) of torpedo units: if you lose one why to repeat the same strategy? Btw I'm playing mostly with cruel AIs.
-Max tier units are unbeatable by the AI: I'm talking about Crusader and the OP equivalent of the Vasari. If you invest all your fleet point in crusaders when you've more than 50 the AI is incapable of responding at that wall of ships. The cruel AI can even send a single titan alone vs this force and in a matter of maybe 20 maybe 30 seconds the titan is destroyed: why doing something like that? To battle vs a force like that you'll need an army full of every type of ships and...
- ...scattered fire: the AI is not able to concentrate fire on a single target. Even when they'll attack you with dozens ships they'll spread out their ammos. Of course that is not wrong in all the situations but at least sometimes the AI could alternate between a tactic vs one target and a more scattered fire.
So just to recap: it would be nice in SinsII to have a dynamic AI at least to an extent: please do not let me win all the battles in SinsII in the same way I do with SinsI the AI must breach that wall of max tier ships.
Thank you.