[AI anti-vehicles improvements ] Make bots able to deal against aerial and ground vehicles

a bit of context:

alright so, here is a ““simple”” suggestion.

i noticed that bots have become somewhat better in dealing against enemy players tanks, they have started to throw TNT upon tanks if they are next to them ( 10 / 20 meters ).

and additionally, they are also capable of using Panzerfausts / RZBs / panzershreks anti tank rifles etc. but on infantry instead of tanks.

so, majority of the time, they are not able to deal against tanks ( efficiently past 10 meters ) nor airplanes ( unless they fly near the ground where bots will be aggroed )

and in my personal opinion, and in the nature of enlisted, i feel like that’s not enough.

which an issue that i managed to reproduce in the editor ( since i have more access to controls and ideal situations )

bots with anti tank weapons do not engage tanks. they instead use those weapons on infantry. which it’s less than ideal. if tanks are in fire range, they still do not engage the vehicle as for them, the players inside the vehicles are considered non threats or sort of protected and they will not open fire despite being in range. they will occasionally throw explosives though.

( he did destroyed the tank, but because i was behind it. and he could detect my feets. )

in this other occasion, despite me being 10 meters away from him, he did not open fire on my vehicle ( Which it’s an AEC MK II. he should not have any problems blasting me as he blasted a churchill accidentally. ) but despite me actively trying to aggro him ( which it did partially worked as he kept facing the machinegun of my vehicle ) he did not open fire what so ever. ( P.S. no. he did not runned out of rounds. i made sure to give 100 rounds )

and to conclude, with the majority of the playerbase too afraid of pull up a fight that they decide to leave/desert instead, those lefts have to make due with what they have.
bots. and i’m sure they can become better.

without further ado, here are my proposal for improve the situation a bit.
granted, they might not work 99% of the time, but a good chunk.
also, i forgot to mention, that those can be extreamely useful in custom mods made by editors/modders and what not.

Main Changes:

so here are a list of changes that i would like to suggest in order from simple, to difficult in order to implement: ( i am well aware it’s not all black and white, and nothing is really simple. though a few changes that it would greatly improve the gameplay and stuff )

  • 1) change firing/target mode of bots with anti tank weapons from infantry to vehicles and increase the range base on the anti tank weapon.

that way, they will start using properly their anti tank weapon on vehicles rather than people. and effectively engage at greater distance the threats.
that way, players will have a bit more of a challenge and will make them reconsider twice rushing points etc.
of course, when it comes to bots, they do not have to snap on you from 100 meters and one tap you with their anti tank weapons. just like it currently works. they start opening fire, miss a couple of shots, and then hit accurately the target.


but basically, allowing bots to create anti tank guns and AA guns, they will be able to engage players or others entities at greater distances. once again, their accuracy must be tweaked in order to avoid making them become some sort of terminator etc.

so that bots will be able to deal with enemy tanks that are above the range of anti tank infantry/carriable weapons. to somewhat make do of the shortcoming of the previous methods. so generally, engage vehicles that are between the 100 and 200 meters of distances

and lastly ( less ideal though still somewhat important. ( for mods as well )


not a priority, though something that would be very cool.
the idea, would be to expand the tank slots to 3, so that players can use 2 tanks, and the third slot will be reserved to bots. and each time the bot tank gets destroyed, one minut and a half or two minutes later, it will respawn.

the idea, is to give some sort of threat for both players/bots on tanks and foot. while provide somewhat of a fire support to friendly AI and players.

so, the way they should work, is that they will appreach the objective while being around 50 / 100 meters away from it ( but not in the gray zone area ) so that they are somewhat far from the point and getting easely killed, yet not too far for players to being unable to unreach it due to gray zones etc. ) once the point has been captured, they will slowly start making their way towards the other objective with other AI units. they will stop if they detect a tank in the range of 200 meters though. and start engage it.

once again, not another killing terminator machine, but to make the battlefield feel more alive.
( and for optimization and stuff, their body will despawn. otherwise roads are gonna be a mess. i am well aware of which issue might brings ).

regarding the choices of tanks, i’d usually suggest the ones in the middle of the campaign.

Example tanks that ai may/should use:

Normandy: ( AX ) PZ III N - Puma - Panzer IV J ( AL ) M5 - M8 - M4a1

Berlin ( AX ) Pz IV J - PZ 70 ( AL ) T34,85 - SU )

Moscow ( AX ) Pz III E - PZ IV D ( AL ) Bt7 - T26

Tunisia ( AX ) M13 - PZ III ( AL ) Sherman II - Grant - A13

Stalingrad ( Ax ) PZ III - PZ IVG - PZ IV F2 ( AL ) T34,1940 - T70 - Su 76

Pacific ( AX ) Ka Chi - Ha go ( AL ) […]

so, tanks that are not too strong, but not bad either. a middle balanced way.

In Conclusion,

now, granted, this is not a priority, and can be somewhat complex when it comes to obstacles, path finding ranges, balance etc.

but i believe those can be beneficial and greately enhance the experience.

whether i understand that implementing tanks can be difficult, time consuming etc. i would like to remind that i did manged to make a fully functionally AI T34 ( Mostly thanks to @tommyZZM with his artillery system ) with the editor :

i’m sure devs have more resourches and experience than i do.
( granted ““my”” “tank” comes with issues and short comings, but still. it’s a working tank nevertheless )

beside, devs did advertized back in the alpha that tanks were originally meant to be used by AIs. so i’m sure they still have those codes laying somewhere. if not, worst case scenario, we can borrow WT ones. right? )

but that’s all from me. if you guys feel like i have missed something, let me know and i’ll include it.

have a good one.

11 Likes

Ok, i goanna reply because i like you Erika,

ahhhng, i would not make bots Construct Anti tank weapons and AAA, to me it’s a Player decision, BUT SURE, they must crew then. AND fire it.

has for priority of BOTs to fire tanks, we must first make they able to counter such enemy’s whit they guns, and i would make it manual frist. by pressing X and opening a command wheel for what means you what the bot to destroy the tank.

i suggested many times to use K + G to throw grenade it, but for console players we have this option has well. make while pressing X open multiple commands, maybe even better that K + (something), and in alt menu to cancel it.

it would be very important to have a anti tank engagement stance, the picture shown everything but feel free to question. i would work exaclty has a Pacive and Agresive stance but agaist tanks.

has for AI tanks and planes i have no opinion about that, maybe if they replace quitted players would be useful.

and that’s my opinion
cheers.

1 Like

Thanks for replaying. Though perhaps I should have specified better.

This suggestion is primarily for wonder less Ai. The ones that imitate and replaces players.

And they become a bit more self efficient while helping the team out.

But, for players bot that are inside an anti tank gun, this stance menu could be very useful :+1:

2 Likes

i gonna give you huge thanks has well.

check this ideia.

1 Like

I like this change

so im guessing this has been released

Not really

1 Like

Necro