Alternative Evolution: BOTS TOO STRONG, BOTS TO WEAK

you know, I even think that OPs suggestion is easier to implement than for AI to realize the concept of “cover” in general.

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Look man, I know you PC guys think you’re so great and all, but I play on console. I play a mix of both crossplay enabled and crossplay disabled. Dumb players happen to be on BOTH sides of it.

Regardless, that is not the subject here. Rather AI improvement is.

I get that people feel strongly both ways and what causes it. Im just trying to discuss a Compromise that could work and co-exist, without focusing on either side.

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I agree with this entirely. Not only does it allow AI to focus more heavily on a location, but it makes flanking all the more worthwhile to counter them.

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Yeah people hate too much on consol players, while it is true that in general console players have a much lower skill ceiling for fps games, in enlisted with its somewhat over the top dispersion and auto fire spam I don’t even see PC players being allowed to use their potential advantage over consol players.

Just be aware that leaving them on normal mode doesn’t mean they will function “better”, but rather just with less effort.

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yeah exactly, its the trade off, and will react only on their Bot Arcs (which are just placeholders I chose).

Good idea.
When this can be done, I will no longer have to play military games other than Enlisted.

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Honest question, does anyone here even believe that AI is strong enough at this point?

Because if not, a “small buff” would be probably enough for the time being.

As the OP said, in some cases they are too strong, and in others, too weak.

I’ve been shot clean through an entire forest by bots plenty of times.
I’ve been roasted by AI holding their flamethrowers and snap aiming to players.
I’ve had my whole squad ripped apart by a bot holding a MG the moment he comes into line of sight.

So on one side of things, they can be pretty strong. I don’t think they need a “buff” per say, but rather a total overhaul. Intelligent (and fluid) movement as well as usage of cover are still lacking and that is a major issue.

Yes, but I’m worried that a “wrong” implementation of your suggestion may eventually require bots to be micromanaged.

I generally agree on a system where they are moderately aware ad effective at 360° if left on their own, and become most effective in a given direction at player’s command at the expense of flank and rear awareness.

Still, I wouldn’t make peripherical awareness penalties too harsh. At the very least, once the squad gets flanked and start taking casualties, they should realize the threat and automatically face it as new top priority. They shouldn’t let themselves be killed one by one because the player didn’t tell them to stop firing in the opposite direction.

Also, to keep giving orders as quick and straightforward as possible, I’d stick with current command keys whenever possible. You should be able to give any order with V or X, with different orders by pressing or holding.

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Sure all key binds are already the same and exist in my suggestion, just additional functions. The only new Key is just the Killzone key (which could technically just be spot)

Ok how about we just tie that to follow. Follow they will just act independendtly. Just not as effective as being used deliberately.

It isn’t about making bots strong. Because it’s super easy to give them insane aim but still be stupid as heck.

The goal is supposedly to make them moderately effective but smart, or at least behaving plausibly.

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this is such optimistic topic that you assume that devs could even do this. ffs they cant even make so that bots dont stand on structures when you build them and you expect them to make such complex behavior…

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I like to give the benefit of the doubt…that and this system already exist in another game.

hm, how about simply making bots stronger at higher BR, so that new players don’t get aimbot killed through bushes, and even make low BR maps with lots of trees and bushes, and high BR maps with less visual cover to prevent aimbot behavior.

This would be a much easier to implement “middle ground”

I’d say press V for marker, hold V for killzone.

What I meant is that there should be cases in which an imminent threat automatically overrides player commands and emergency survival behaviour kicks in. Like fleeing when bombs/artillery/grenades coming, or automatically reacting when someone is picking squad members one by one from the side, even if it’s someone shooting from the next building instead of the guy running in and stabbing around.

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i gave that to them a year ago… but some “fixed” stuff is constantly broken. ffs they “fixed” bipods few times, as well as bots standing on structures being build. i dont even want to imagine what horrors they will unleash with “improved” bot behavior.

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Imo bot squad need do their shit alone

If you press X for attack or defend a spot and V for say them in what direction the enemy is after this your job is done, now bot alone need advance, seek cover and scan the area, need watch them always for every action is not exactly fun to do

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Thats fair, I guess im trying to define the least effort, least reward line. Power to the player etc etc.

Satisfy those that want weak AI and those that want strong AI all in one

So you can still leave them on their own, press x and be done with it. they will just be minimal potential (weak)

Maybe ill write up an alternative version with everyones extra input

A compromise to a compromise.