Hehe dont fuck up my chi!!! Trying to remain positive
This topic is a little off focus from the purpose of the thread, but I would like to see DF improve the way the bot consumes ammo.
Because when you switch to the bot they always have only 1-3 rounds left in the magazine. And when I control a bot soldier, it is usually when the character I am controlling dies, and I am in a situation where I have to shoot urgently. It is very annoying that they have empty mags in their guns at such times.
My suggestion is that they not consume any ammo in the magazine.
The AI is behaving very strangely with regard to ammo consumption. First they do not consume any spare ammo, but only magazine ammo.
Is the reason they do not consume spare ammunition because they shoot so much? Soldiers have unnaturally little ammunition if they do not purchase large amo pouches.
And what is the reason why they do not consume spare ammunition but only the ammunition in their magazines? Is it just to create an atmosphere?
I have no idea, in any case, the current behavior is half-assed, weird and immersion reducing.
Really the best thing to do is for them to fire properly, consume ammo properly, and reload when the magazine is empty, but if that’s too difficult, then they should not consume the ammo in the magazine as well as the spare ammo.
Okay, i can try and fit that in,
However in the case of arty, I guess i was leaving that to skill ceiling/power to player. You can see the arty zone and since your bots will prioritize your order, you just instantly move them yourself, and not worry about your command conflicting with their auto. If you dont notice, dead.
Fine, I mentioned arty but that’s indeed a “delayed” threat that the player can choose to avoid or ignore (and sure as hell I don’t want to see my bots fleeing OUTSIDE of a bunker to escape from arty hitting the roof, or such). I was thinking more of grenades, when there’s no time for orders but individual reaction may save a soldier.
Current bots are already automatically fleeing from grenades, but you can easily abuse it and wipe them with smgs.
May interest you
Yep, saw your very thread about a month ago, and since dev seems to have forgotten about this, I wanted to raise this issue again in a promising proposal thread that seems to be getting a lot of attention.
Haha discussion anyway. Dont think ive sold it very well haha
But thats okay
Well, that could indeed happen irl, so I guess that’s fine.
Yeah, but being braindead stone could happen irl too, not everyone is able to withstand such chaos and consistent life threatening danger. Not everything acts reasonably during such a situations.
There can be made up excuse for nearly anything lmao.
Thats what im sorta getting at to explain blind spots/dead zones. As a mechanic it sounds stupid watching a bot not react to someone behind them, but as i said earlier, how many times have you died from not hearing, being too tunnel visioned, or failing to differentiate sounds in the heat of combat…(happens to everyone from time to time)
Just asume thats what is happening to bots to explain the dumb part.
We have two options :
- copy paste brothers in arms or easy red 2 system a.k.a more complex orders
- keep orders simple and use more complex ai system that bots can deal with problems by themselves without spesific orders
This is called behavirol ai, f.e.a.r and some very limiteid number of games use it.
I perdonally prefer second option given that how fast paced game is.
Both of them are miles better then we have now both have their own cons and pros
But biggest fear i think is player backlash.
First choice my lead us complaints like " %90 i just command bots i want to get into fights make bots dumber" bs situation
Second choice my lead us complaints like " bots too op im to noob pls nerf them" like another bs situation
I have already said, enlisted is in identitiy crisis. They both tried to appeal to both polar opposite sides ( milsim/hardcore fans vs arcade fans).
Result is shapeless, soulles frankenstein creation
Now
Lets back to reality
Devs clearly uncapable of designing proper ai.
All of our suggestions are just wishfull thinking at the end of the day
Imo we need to find a middleground.
I’d go for: AI is can survive etc on its own but doesn’t score many kills. (AI will try to survive but won’t enter terminator mode so players won’t be angry. Still gets ocasional kills.)
To get said kills AI needs player input (shoot there command) that is simple and fast to use in the heat of battle. (AI killed you? You’ve been outplayed by a squad leader.)
Yes
Thats the whole basis of my suggestion
Nothing is statistically middleground in the game lol.
Good luck
That’s why I support it.
Though like it was discussed before, I also think your idea requires slightly too much micro for the chaos we have in game.
There’s no point for this, enlisted Ai need works almost like it the one of the first CoD if you ever played it, the AI was dumb but it can do withaut problem and often basic thing like find cover,flank,use granade or special weapon and kill you if you dont think carefully
Imo first we need have this after there is no problem to add micromanage for complete the package
When ive got time tomorrow, ill think about writing an alternate version with feed back mentioned here.
Exercise in futility perhaps but thats ok
Cod 1 and cod 2 campaigns are the best.
They dumbed down bots more and more gradually after mw
It takes 7 matches on average to have 1 in which a bot squad didn’t score higher than a real player without counting deserters.
Bot too weak ? Bot too strong ? Player too weak ? Player too strong ?
Which one is it make up your mind it’s been 3 years almost.