Improving AIs and the marking system

In my opinion AIs have a fundamental role in game, but deserve to be reworked from my point of view on this aspects:

the pathfinding, it’s better respect 1 year ago but bots keep wasting time trying to avoid obstacles like windows or bridges instead of swimming… or just move over the barbed wire; the animation when they climb over walls, fences etc. must be fixed because they take too much time and jump randomly even near an enemy without realising immediately. Another issue related to the pathfinding is when you input to your squad an order, (for example to stay close) they will attempt to follow you, but more you keep moving more the distance amount increased, leaving you without your squad cover (same for the others formations: standard and wide).

NOTE: if the terrain is flat without obstacles you will not notice but if you pass through walls, fences or inside buildings or you are playing on desert terrains, sand dunes, rock hills and mountains that might be a problem.

I would like if AIs reacts more faster, turning and seeing around more faster and have a better accuracy. About this one developers could make that if the soldier is a lower rank it could affect the soldier performance like the AIs in your squad have a decent accuracy as “rookies” (whatch out! I will not referred to squad formation when I will say “close range” etc.),

so… firsts ranks could be decent at close range, but some lacks about standard and wide ranges, instead for the average ranks the performance is a bit better respect the lowers, you could make that AIs are great, in close range, a bit more respect the previous one; decent in standard range and have issues with the wide range, for the above average ranks it could be like… bots are good at close range, great at standard and have problem from the wide and for the top of the top when you are playing with the last ranks or nearby, bots could be good in close and standard range but lacks in wide for balance the battle.

For me: great>decent; good>great lacks=meh… (a bit more than bad but less than decent)
(It’s an idea we could change the parameters together.)

One of the biggest problem I am sure you agree with me, is the AI survability in battle, right now it’s not effective, they keep die like flies, they stand still in front of the enemy and see him too late, they search for cover which is great but most of them just stand pointing a way and get killed. Indeed are easy targets due this facts.
(A reason for improving their perception of the enemy and their behavior).

Now about the marking system, I have quite a lot of complains because it’s literally one of the useful thing in Enlisted because you can mark where enemy infantry and tanks are located to your AIs squad and your teammates and only few players in the EU server use it, which is quite disappointing. In fact mortarmen are disappearing and other classes based on marks like tankers, pilots and even engineers are suffering a lot (like me when I am the only one in the whole team who construct rally points).
And this is because players who disable tips in the settings can not mark an enemy for allies.
So I suggest to make bots that when they see an enemy infantry squad or a tank they can mark them themselves for who wants, (avoiding the excessively spam for balance).

And that would be cool if the AIs could avoid allied and enemy tanks when moving in the nearby to avoid being crushed by tracks (without putting an order, just figure out by themselves).

And in conclusion they could refill their ammoes and bandages in the nearest allied ammo box and medikit. (Without decreasing the quantity, that allow even players to use them but making only players able to finish them).
And for me I think that would be interesting if AIs could destroy enemy rally points by themselves (without you give a command) through 2 ways:

-1⁰ if they are close enough and spot them they could destroy them using the back of their rifle (it’s way more faster than order them to destroy)

-2⁰ if they spot an enemy rally but it’s too far and surrounded by enemy if it’s not protected (the worst case) bots could destroy them just shooting.
Why such a bizarre idea? Because players fail to differentiate allied rally points from enemies and even if they hear the sound they just pass a cross without seen them even if the walk next (talking about noobies).

What do you think, and who managed to read until here XD?

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I’ve noticed lately the marking system hasn’t been working great. Like I’ll click it and it will either not show up or point really far away instead of the target.

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Improvements to the Ai squads are needed, and will probably reappear on the things-to-do list often. Like how an Ai squad member can obstruct your view while aiming if you don’t order them into a position behind you.

But in terms of Ai surviving, I think each player has the chance to affect this a little depending on how they use the feature. I am actually a big fan of the Enlisted model, and don’t buy all the bot crap that comes from communities like HLL. There are a lot of less talked about benefits to the Enlisted model.

Sure if you just run into battle with your Ai squad in tow, then there is a good chance that most if not all of your squad is dead before you can re-spawn. But if you want to take the time to spread your Ai squad out just before the objective, you can also create some good re-spawn points that let you get back into battle a little faster.

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This game requires a more detailed marking system. For example, if you long press v, a menu will pop up, allowing you to choose whether your mark is enemy infantry, rally point, or tank.

Because sometimes you may not be able to directly mark tanks or rallys, but you know they are there, this new system will provide more detailed information to your teammates. In fact, this is standard for most big battlefield fps.

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