really guys the bot need an improvent and fast…its unbearable how stupidly they put themself on cover by facing their own side of the battlfield and giving the back to the enemy and is unbearable how they dont follow orders…seriously guys im desperate tell me im not the only one that with X button tell the bot to stay inside a building and they fucking go outside getting themeself killed like the idiot they are…expecially on normandy, i tell the bot to stay inside the bunker on the beach the time with my engineer i set up mines and defences but no they wont stay inside and fucking go outside and die…allied player never think of defending the bunker and i find myself completely alone fending off the point from hordes of angry americans because my stupid squad got wiped out
There’s a game mode for angry people called lone fighters
Bots needed drastic improvements months ago, before the game launched. I wonder if developers think that it’s fine as is just because players aren’t in a full riot mode.
//Edit
And no, lone fighters mode is not the solution. It’s an even bigger mess and needs even more work. It’s probably less complicated work that what needs to be done with AI, but the volume is huge.
The issue is its hard to make them not terminators and not dumb and pathing is a issue too you remember the first Normandy test with terminator 8000s it was horrid
So? Current state is unacceptable. Meanwhile solo fighters mode barely works and you get next to no experience.
Brother in Arms : Road to Hill 30 had bots in multiplayer and they were actually somewhat decent and took cover where appropriate.
That game released 16 years ago.
But was it a huge map like this probably not and the ground was flat too massive difference between now and 16 years ago
the problem is not making the bots terminator…because as for now the bot are decent at aiming and shooting, yes on short distance they are super dumb but on medium and long distance they can make some kills…damn my team of engineer armed with semi made like 7 kills without counting mine, the problem here is pathfinding, because for the attacking side bot are good since they just have to rush the point, but for the defending side with the bot that dont know how to take proper cover and more importantly have a “stay here” that doesnt work its really a problem…if you order your team to stay inside a building they should stay inside a building and shoot from windows not rushing out the building to run around like walking target
Whole heartedly agree pathing is gonna be the biggest issue as I said but with all the bumps ridges and crap on nowadays games its harder then you would think
Difficulty of the task is irrelevant. Players aren’t the ones who decided to make a game about bot squads. The way bots currently work is unacceptable for a released game, that’s all there is to it. If developers can’t make it work, they need to do something else.
Have you played a game without firing a shot and just ordering the bot squads around? I did one the other day and honestly it changed my mind on bots. Sure, they’re absolutely horrible; however, it seems they are able to perform better than half the players playing the game…
Effectiveness is the least of their problems and it’s very easy to adjust. It’s their general behavior that doesn’t work at all. It makes them immersion breaking and unrewarding to both command and face. I can’t even be any more specific because almost everything doesn’t work except for their ability to spot and eventually land a hit even at long range.
As for me personally, no I’ve never done anything like that. I got too tired juggling bots and left for an even bigger mess of solo fighters. At least I don’t have to deal with squads there, although bots are still present in some capacity.
I don’t care if they get kills or not. I just want them to act like sentient flesh-bodies and take cover AT LEAST
If you take cover the AI takes also cover. If you want to have them with you in the trench you have to order formation “near”. I think the problem for most of the player is, that they are playing too fast for the AI. Lay down, take cover, spot targets and the AI is doing there job very well.
i have formation near i press x to order them to stay inside of a building…but they dont stay inside the building, they go out in the open field…this is not playng too fast for the AI its bad programming/pathfinding
My observation on practice mode was that formation was considered only when they follow; when they defend the only thing I could make to improve what they do is to e.g. mark a door even when there’s no enemy right now; then they turned that direction (more or less).
Also someone hinted that when an artillery strike happens they try to evade, even if they were in a building before, they will rush out.
I’m a game developer, and getting AI to do what you want isn’t really that difficult, provided you actually know what you want the AI to do and provided you have the infrastructure behind the scenes to make it work.
I’ll briefly explain, for anyone who may not know about AI.
AI (bots, if you prefer) don’t see what we see when we look at the screen. They see pathways, collision surfaces, entities, and any potential sources of interaction they’re supposed to use. (Pre-defined points of cover and concealment, ladders, etc would be sources of interaction.) What makes AI troublesome is that when developers are creating their behaviour trees, they want to keep things simple, both because it’s fast and easy, and also because more complex==more CPU cycles. So, you end up with things like AI being good at CQB but not open combat, or vice versa. It’s completely feasible for AI to be good at both; developers need to think ahead of time about how they want their AI to behave, and how to achieve it.
As for AI units shooting through foliage and smoke, that goes back to collision. We see smoke particles and foliage, which obscure our vision. The AI might only see a thin collision rod where the stem of a bush is, however. The same is true for smoke; we see a huge plume of smoke or fire, where the AI might see nothing . In some game engines (such as Unreal Engine 4, which is what I work on), it’s very easy to alleviate issues with AI seeing through foliage and smoke. In others, it may be impossible, because AI were never supposed to be in that situation, in the first place.
I suspect that, given the janky AI performance in this game, the developers are asking the AI to do things the engine was never designed to do in the first place, which is why we see bots doing stupid and inconsistent things.
Cause the bots are even more useless there.