AI needs improvement to their pathfinding/just not killing themselves in general


I can’t be the only one this happens to, I order my squad to hunker down in the bunker and they just start to walk around for no reason and out of the bunker and get themselves killed after I tell them to stay inside. This is by far the worst instance though, I ordered my squad to take cover in the bunker and they took the long way around instead of jumping through the hole in the roof. But it gets better, I block off the door with barbwire and they just decide they wanna go on a sightseeing tour outside the bunker and then half my squad has offed themselves on a bunker door despite my order to stay inside. I’m sure the devs are already working on this but jfc. I just want my squad to do exactly what I tell them to do, if I tell them to sit in the corner of the bunker, I want them to STAY THERE no matter what, if they die that’s my fault. But if they wander off and die after I tell them to stay somewhere that just irks me.

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You’re not the only one for sure!
Same when i ask to my squad to stay covered in the trenches in Moscow campaign
They all go crazy and run all over the trenches.
In the current state of AI i I would prefer let my men 100m behind but it’s not possible sadly…

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Yeah the AI is definitely one of the weaker points of them. I think they should be smart enough not to be stupidly killed, but not crazy good crack shots like they seem to be randomly.

Its a common theme and you’re spot on. I think that there is a significant lag in training the AI to the map, which is essentially what needs to happen. The AI is just not sufficiently aware of the situation vis a vis the pathing options that are available to it.
Unlike the player who are able to ingest visual ques from FP view and the mini map, and audio ques, the bots remain ignorant of these. I am not sure whether it will be an easy fix, to make the bots understand where the “unmasked” enemies are firing from and avoid that path to “follow” or "defend’ from.
The problem is not helped by the excessive cluttering on all maps to over emphasise the concept of a battlespace which has seen some action already. In other areas the distribution of tools, or stacks of objects is largely irrational, and overdone to provide cover for the FPS game. Sadly it all conributes to the pathing load on the AI, which needs to understand how it may scramble over objects or go around them. To make them a lot more situationally aware and then path accordingly may be a bridge too far atm.
I think a less Holywood approach towards the maps might help and better coding for how the AI needs to deal with climb obstacles would be a good start.
One of my big frustrations is when ppl build spawn points in attics or surround them with sand bags - or both. I’ve seen entire squads trapped in a roof, which have to be moved down one by one, due to folks not grasping the limitations of AI pathing.

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I agree, im one of those people who play engineers alot, i will always put a sandbag down infront of the spawn point facing the enemy so they dont see it, it kinda annoying when you walk half way accoss the map and when you switch people half your squad is stuck on a 1m wide sandbag

You can certainly deploy sandbags in the more open areas as you suggest, you just need to leave a lot more distance between them and the spawn point. Have a look at the spawn in mechanic - see how the entire squad pops in, and the rough area they occupy to understand how much room you have to give the AI to work out the pathing.

I’m hoping pathfinding and shooting elements are separate parts of the AI. Don’t need it to be a sniper but at least let it be able to understand what is dangerous to some degree like how they try avoid arty but too stupid to use building for cover. Also for some reason they like to take up shooting spots right beside you and block view but when you tell them to watch rear they don’t do anything lol.

AI should be smart as players when it comes to avoiding death and acknowledging close threats. So I can’t just walk into a group of them.

I’m finding the pathfinding itself isn’t the worst. The bigger problem is that they just run around when they shouldn’t and they don’t move when they should. They would do a lot better if they simply mirrored the player much more. If the player is hunkered down and they get shot at they should stay down in cover. If the player is sprinting out in the open they should not stop in the open unless an enemy is immediately in front of them, or hold back to provide covering fire.

while the AI does need improvements, orders are more important.
currently we lack orders, like attack from right\left flank, get in cover, and storm the enemy

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usual day in enlisted^^

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