AI improvement suggestions (pls read and offer your own suggestions :)))

Some suggestions to improve AI, to make them feel like actual soldiers. Tell me what you think!

  1. Bots should mark spotted enemies. When being shot at, bots immediately look at the direction the shot came from, so it would be quite useful to the team and the player to “communicate” with their squad bots through their pings. Right now, bots use player pings to know where to aim, so it would be fair if they would do the same for us. This conflicts with some player’s playstyle, as it kills the idea of a hidden sniper if the bots immediately pings their location. To combat this, bots should only ping with a maximum range, not knowing the enemies’ SPECIFIC location in, let’s say, 150m?

  2. Bots should immediately go through a defensive mode when being shot at. Right now, when faced with an active combatant, bots will merely aim at the enemy and slowly walk towards cover. In my experience, this usually kills the bots. They should immediately run for cover (like what they do when given a “defend point” order), then they will take aim.

  3. When faced with a sniper, bots should run, hide, and inform the player, either with a verbal response TO STOP. An example would be from Saving Private Ryan, where Miller’s squadron immediately informs one another of a sniper, then hid from where they think the shot came from. Bots should run for cover like trees, rocks, destroyed tanks; if absent, should simply go to a crawling stance.

  4. Bots should perform better in close quarter engagements, and should lose accuracy as distance increase. In maps like Berlin, AI bots should identify a threat immediately in close quarters (like they should only take a few milliseconds to identify an enemy and shoot at it, either with hipfire or aim), and become less accurate as distance increase (with the exception of a sniper, where they should remain accurate for longer distances)

  5. Bots should throw grenades at a large group of enemies, once detected. If a bot spots an enemy, it should check if there are other visible enemies nearby, and should throw a grenade if so.

  6. AI Engineers should automatically build sandbags in windows, if given the order to defend a point.

  7. Bots should automatically stick close to the leader, during detected firefights

7 Likes

** edit
3. either with a verbal response TO STOP, a unique ping icon, or the flash of the all squadmates’ icon with a unique color

I DONT think 5 and 6 are good.

  1. I rather use grenades myself then let bots spam all their grenades. Also grenade spam isnt really fun even without automating it

  2. While sandbags might be good in some situations those might also block allies movement or shooting positions

1 Like

This ^, the number of times I hear ‘enemies 12 o’clock’ or ‘They’re flanking us’. I’m like where where I don’t see anything, so I also wish they would mark but only for me.
I think it would be too confusing having everyone’s bot spots all over the screen.
If it’s important enough then I can mark it for my team.

I agree, the added spam plus the potential of no nades available when swapping to an AI would annoy me that the AI had potentially wasted them.

As for engineers building stuff, maybe… maybe? allow the building menu from the command wheel to tell your engineer what to build and where? so you can get on with protecting the area whilst they build?
Lots of maybe’s as I’m on the fence of whether you should swap and build yourself, its a decision you have to way upon whether it’s safe to do so.

TBH I would like a group system so you could for instance split your squad up and command each to do different things. Although I doubt we would ever see something like this.
Say for instance you have a flamer squad with two assault, two flamers and an engineer/radioman. If your playing as one of the flamers you can command just your group of assault forward whilst hanging back and your engineer commanded to bring up the rear.
If anyone plays Arma think how you can split your squad into red, yellow… subgroups. Of course, they would only be allowed to do stuff within the current command area much like how it is now when orders automatically cancel once they are too far from you.

Problem there is you might not always want to block every window. Even predetermined ones might have a player using it for something.
If you’re an engineer, you can already start placing down outlines for fortifications and order your bots to finish them while you move to the next one.

1 Like

Nope. The entire screen would just get covered in markers from every time a bot sees something.

They’ve mentioned they’re working on this here: Development report №1 - English speaking section / News - Enlisted

Agreed, although I think this is somewhat in game, just not at proper levels that it should be.

The ability to have it as a command wheel to turn them throwing grenades on/off would be better. I personally wouldn’t like my bots throwing my nades.

No

ay true, maybe a ping that only the squad can see? though i would prefer people seeing bot pings since few players pings anyway lmao

ye that would be cool, similar to how M&B: Bannerlord does it. It would be amazing if bots can split from your group, and say defend a point while you and select others can storm another one (prevents squad wipes and shit). I think its possible for the devs to explore grouping, since Enlisted is centered on Squads anyways.

perhaps a seperate new command? say, order bots to fortify a position. Or perhaps the engineering wheel accessible to the player despite not playing as the engineer (like how you can order artillery as the leader when you have an operator in the squad), and the bot will immediately build it as his priority task.

1 Like

No, I would not want this, ‘being able to split your squad across multiple areas’. As per my example, I was careful to make a point that it would only be available within the current command radius. Just to give you that spacing between your different unit/utility types.

Omg this is so stupid, Every now and then they scream where the enemy is and you still want to show You enemy Mark…omg :face_vomiting::face_vomiting:
In addition, in the bottom left corner where you have a unit, when they get shelled, you can see drops of blood, it’s already easy man, maybe you want Wallhack right now?
I don’t even read your suggestions more

As was already said - bots marking each enemy would end up with total spam of markers on the screen. I think it could work, but maybe if bots only marked enemies that they are shooting for a longer time? For example they located enemy sniper, shot at him few times but missed. So then they would seek players help and mark the target for him.

There are different stances confirmed for bots, with different reactions for seeing the enemy. I hope that will do something in that matter too:
Development report №1 - English speaking section / News - Enlisted

Sure, they reaction should be improved and more dependant on what threat they are facing. For example they should shoot back when someone fires few round at them, but prioritaze hiding when for example tank or LMG shows up.

Sure. I think that already is a thing (loosing accuracy over distance) bu of course needs improvements. Especially their reaction time in CQB, when someone charges at them with knife.

Nah, I don’t think it’s a good idea. I would rather have them spare the granade and use it by myself.

They sholdn’t do that automaticaly on their own, but option to remotly order your engineer to build thing without changing to him and placing structure “marks” could work. Similar to calling an artillery with different soldier than radioman

They should react like they were told to - again Development report №1 - English speaking section / News - Enlisted is important in that matter.

1 Like

I agree to everything except 5. I think there must be rather an command option for bots to throw grenades at enemies marked by player. Also, they definitely need to fix issue bots fleeing from areas/rooms with closed doors and sandbags build around entrances.

I agree with most of these except 5 and 6 but I won’t say what others already said but now i have suggestions

The ai shouldn’t walk into doors, I don’t know if they are already fixing it but what is really annoying is when i look back and don’t see my squad and think they’re all dead then i look and realize they’re stuck behind the door. Like go around it jimmy. And i also think they should make the bots go into the buildings you go into maybe not right next to you but at least in the building.

1 Like

Bots are extremely good at medium range but suck at CQC. But I don’t think that the delayed reaction of bots to a rembo with a knife is a bug - otherwise the bots would be equally bad at all distances. For me, this is a hidden nerf of bots to please the average player.

2 Likes

I think a big problem here is that the player should have more power over AI behavior.
Like IF the player wants to move somewhere fast, you dont want your AI to stop and fight the enemy,

on the other side, if you are too far away from your squad, you also might want them to fight potential enemies instead of them on open fields trying to get to you.

I think there should be, just like the formations options (close, normal, wide )
a “tactic” option which should look like:

  1. Offensive: AI will focus on shooting the enemy, even if they have no cover
  2. Defensive: AI will focus on going to cover and only fight when in a good position
  3. Evasive: AI will break contact and will sprint as fast as they can without fighting the enemy
1 Like

Agree, bots are sometimes very good at long-medium range. I’ve seen my bots shooting down enemy planes several times. At cqc they get confused and can’t process anything.

2 Likes

Ist not true today happen a miracle a bot kill in meele an enemy player before he finish me its a true miracle

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I also have seen my bots melee-killing a guy yesterday, so maybe they have finally learned something at the Academy? :slight_smile:

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last 5 days the enemy ai seems to know where you are at all times even if you are behind a wall and have not fired a shot they turn and aim right at you.and 99% of the time they snap to you and instant headshot.had 1 stab me through a wall.

2 Likes

it is normal they see through the map it happens that they do kills from huge distances, some parts of the map are not clipped well and they take advantage of it but considering their intelligence and that they line up to get killed it is not a big problem anymore a nuisance