Custom battle is becoming sxxks because of Aimbot BOT T-800 locking players from 100 meters—completely outrageous ,features like dodging arty strike and throwing back grenades is okay for player ’s squad ai soldiers but not for COMPUTER BOT—outrageous,this is Enlisted not pure PVE games, custom games is just for getting battle pass stars or make fun---- not decisive battle against SKYNET
NO NEED FOR MAKING IT UNCOMFORTABLE
Suggestions:aiming accuracy and aiming speed of computer bot of custom battles be reduced AT LEAST 50%
and delete their ability to dodge arty strikes and throwing back grenades
Nobody cares about Custom Battles or your opinion which is purely personal and clearly directed and influenced by iregularities in your perception and the concept of “how I want things to behave” that juggles around and messes stuff up in the plot of your own main character life movie that you are living in rn and guess what ? Nobody cares about that either.
Nobody cares about a critics with Excess self-consciousness either
at least better than crying about ram bomb and auto spam
playing PVP mode full of flamethrower spammer and bolt campers hurts brains and custom game cures
I mainly play only Custom Battles (don’t find playing normal battles fun anymore), and I personally have no problem with how the AI act currently.
The AI should be real player level. They should be able to do basic things like throw back grenades, spawn on rally points (still waiting for that one DF) etc.
What’s more ironic though, is if they didn’t give AI all these features, people would just complain AI are too basic and just stand in artillery being slaughtered.
The only thing I would say is to make Custom Battles give more XP. People have complained about this a lot, but now that AI are only becoming more like real players, it makes literally zero sense Custom Battles gives a worse (0.2x) modifier than deserting a battle (0.7x).
This is an issue that branches beyond just custom battles.
- As far as range and accuracy of the bots, I think this is an issue that everyone can agree there needs to be adjustment. As far as my personal suggestions: first off, the bots range should be according to the weapon they are using. Secondly, is the accuracy. which should be calculated according to the level of the bot. Level 1 has the accuracy of a storm trooper (so basically none). Up to level 5 which would be on par with the average player. Lastly, AI should not be capable of attacking through multiple layers of foliage, or through smoke. If the vision would be obscured, they should NOT be allowed to shoot.
- AI throwing back grenades issue. I agree that I have had some issues with this one. Let me be clear though, I think they should be capable of throwing back grenades, just not as effectively as they do now. I ALWAYS cook my grenades, so imagine my surprise when they are throwing them back with 1 second reset when its picked up by an AI. I have to intentionally miss the throw by a couple of feet because otherwise they instantly throw it back if I land it at their feet, after I fully cook it. Make the throw back function take longer for bots than what it is currently. Problem solved.
- The artillery dodge is definitely an issue, and I have posted as such about it. To recap for this discussion: The dodge function that the AI now use to counter artillery strikes is busted. While it was done with good intentions, it definitely needs to be tweaked on the AI end, but also needs to be tweaked on the artillery end. Currently there are 3 primary issues.
- The AI does not consider the amount of cover they have regarding the artillery strike. If a structure they are in is targeted, they will run out of the house, even though they were safe inside of it.
- The AI does not weigh their options in any way, the artillery strike will ALWAYS force them to move. Usually forcing them into sniper, MG, or tank fire, making it even more lethal than the artillery strike in many situations.
- When artillery is spammed in the frequency it can be with the bots reaction being to run away, an objective can be taken or held without the AI even attempting to get on the objective. They will NOT enter or stay in the red zone, meaning its solely up to players to interact with the objective. Without the bots support, its usually nearly impossible to take/hold the objective.
My solution extends just changing the AI however. I think that the Artillery mechanic itself needs to have physical locations that it is fired from. 1 site/ squad with artillery radio operator. These locations can then be bombed by enemy aircraft to disable that squad’s ability to continue using artillery.
I like that bots are tougher and kill me more, it forces me to stay on my toes and adapt my tactics. If anything I hope they continue to get better; they should be indistinguishable from players, but with less cheezy tactics and selfish gameplay.