The UNSC AI is far weaker than the Covenant's because the former's ships are based around alpha damage and being deployed in groups. This contrasts entirely with how the AI in Sins works where it is designed around protracted attrition warfare, meaning that it will send ships in piecemeal. Covenant ships, given their superior durability and DPS focused weaponry, will tend to function far better with how the AI operates.
This thread is outdated; 1.90 came after this thread was made, and it is as of that version that LAA is enabled by default, and thus people should not do it manually. I'm locking this thread to avoid confusion; if someone is having issues still please make a new thread.
Il y a un problème avec le AI; il est trop capable maintenant. Dans la beta nous travaillons d'améliorer à cause des situations comme l’une que tu décri.
Mais il y a des temps que le niveau l’aide le AI pour être capable d’agrandir rapidement. Quelle niveau avais tu jouer sur? Aussi, et ce que tu avais joué avec UNSC ou Covenant?
For those wondering what the OP is asking about, the long and short of it is he's playing on Easy and some 30 minutes in the AI already has a titan plus fleet, and it's destroying him every time he plays.
Shields on UNSC vessels, ability based or not, are absolutely not happening, period, no discussion. Covenant defenses,, and specifically the patrol station, can very much be dealt with by the UNSC through a number of methods, from un-counterable cloaked Saharas, to Artemis classes doing a shoot and scoot, to "sacrificial lamb" fleets to absorb the brunt of a Patrol Station fleet or even kill the station beforehand, to other methods players have developed over time. Further, the UNSC has a number of play styles that the Covenant cannot replicate or pull off as effectively, such as any style that uses attrition warfare, any style that makes use of irregular warfare/sabotage (Sahara), and defensive/turtling combat (SMAC network/Anchor is superior to Patrol Station/CDA).
The claim that plasma torpedoes are "just as strong (near as makes no difference) to the MAC" does in fact give some credence to this statement, as this absolutely false when comparing UNSC and Covenant ships of equivalent cost and role. A great example of this is the SDV versus the Halberd. The SDV does 625 damage per shot while the Halberd does 1800 damage per shot, with their respective primary weapons. In other words, the UNSC has extremely high alpha damage, which allows them to wipe out large chunks of an enemy fleet before they can bring their firepower to bare, or important in the case of the Covenant, kill ships before they have a chance to make use of passive health regeneration (ex. shield restoration). Further, unlike the Covenant whose ships all have variable cooldowns, the UNSC MACs, on all ships save the Infinity, all have a cooldown of 60 or 70 seconds, allowing for coordination between volleys.
I would highly recommend looking into all of the tools at the UNSC's disposal as it seems evident that they are not all being used to their full potential which is leading to the thought that the UNSC is underpowered, when that could not be any further from the truth.
The AI in general is drawn towards carriers. In the case of the UNSC, the Eion is a decent combat ship plus fighters, which in the AI's eyes makes it extremely desirable. Unfortunately there isn't too much that can be done here as the AI is hardcoded and loves their combat capable frigate carriers.
We aren't doing shields on UNSC vessels in war time, full stop.
That being said, the UNSC will suffer massive casualties, that's just how humans are at this point in time; to offset this they have a few research items that boost ship construction time and can get a very powerful economy rolling.
The UNSC needs some intensive management to pull off correctly; the initial MAC volley will determine their success in a given naval engagement. But this is a powerful tool that can allow them to instantly wipe a significant portion of an enemy fleet. If you want a play style that's less attrition based, you would be better suited playing as the Covenant.
If you're using the ingame mod tool, that's the problem, as mentioned in SoGE's installation instructions, you must edit the EnabledMods.txt file in your mods folder to enable or disable SoGE. As such, did you try rebooting Sins after the crash? As if you did not, then the issue was likely that SotP was not properly loaded in, which caused the crash.