AI Simple Improvements Wishlist

  1. The AI currently prioritises running towards the player over anything. In many scenarios after you die, then gain control of another soldier in the back, all the soldiers in front of you will run towards you and turn their backs to enemy fire just so they can run to be next to you. AI needs to remain in combat, not kill himself trying to just be next to you. This behavior also obstructs your view of the enemy soldiers shooting at you.

  2. The AI has no sense of imminent danger/self preservation. I have seen my AI have a stand off with the enemies AI, or even worse, enemy players (in this scenario they just get farmed immediately, of course). The AI should be more willing to open fire but it seems to not value it’s own life.

  3. The AI often does not have a reaction after a teammate right next to him dies. This only leads to the AI itself just being next on the menu. So not only is there no self preservation, there is no sense for defending teammates or it is severely reduced for some reason.

  4. The AI cannot sprint. This also affects their mobility in water, which is notoriously bad, leading to many difficulties in certain maps. Not sure if the inability to sprint is for game pacing balance, but fast swimming should at least be considered.

  5. The AIs behavior around the player which aims down the sights has been improved but it seems to not work while aiming AT weapons and grenades. Dying because your AI teammate decides to run infront of your Panzerfaust is very unsatisfactory. The same goes for setting your own team on fire with a Molotov.

  6. The AIs position ordering should be improved. There should be a feature where the player can command the AI to stand in a specific place within the capture/defense point and the game still allowing the player to roam without the 50m limit. This limit could also be slightly increased, in my opinion. Another thing that must be mentioned is that the a lot of points in the game are designed in a way where the center is an open area and if the player commands the AI to guard the point, it will just stand in the open, usually leading to getting farmed by artillery/snipers/tanks/planes.

    Bonus: Makin the sniper AI more capable would make the class, and more importantly, the squad itself, more viable.

  • Yes
  • No
0 voters
3 Likes

All great suggestions, but not 100% about the sprinting. I think if you give an order for your AI squad to move to a location, they will sprint to it

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It appears to me they cannot, since they are always like 20 meters behind. Maybe they just start following with a significant delay. I don’t know exactly to be honest.

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I think they take a while to get going, but try giving an order in front of you / in the general direction you are going. I think this would hurry them along

I do, maybe this observation of mine is biased because my first soldier (engineer) is always equipped with a sword, so i sprint forwards and leave the team behind. Also the wonky pathing could cause it as well.

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With my engineer its like the other teams sees flashing lights, and they always die instantly so I can’t build a rally

something needs to be done about the AI doing a 180 and bayonet stabbing you instantly. They need a delay on their melee attacks

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Yeah this happens daily to me…the AI is incredibly passive but can 180 spear you in the head for some reason.

100% agree, when u get close they have an instant melee kill which is so unfair wtfff

imagine if you could order your bots into trenches you’ve dug

The biggest question I have is, how long do people have to complain about the absolutely “HORRIBLE” bot play before Gaijin actually does something about it? They worked on the non player bots and made them somewhat more aggressive “Rambots”, which I am fine with, however they left our personal squad bots just as stupid (if not more) then they ever have been. The poor bot play causes me to stop playing Enlisted far more then poor team mates.

I would be happy if the bots just followed orders and did not deviate, meaning if I order them to be passive and stay close, then they SHOULD NOT be engaging the enemy, when ordered to stay they SHOULD NOT be running to the roof, another floor or out the door, and for the love of Pete, they SHOULD NOT be lining up at open doors or windows begging to be shot.

The bots should mirror the player. They already go prone when we go prone, so how hard would it be to program them to run when we run, use the same entry and exit point we do? Well, unless the Dev’s haven’t tried to improve them, apparently pretty hard. :sweat_smile:

2 Likes

I’ve been playing for four months only, and spent about 600 pounds on the game. Right from the beginning i noticed how bad the AI was and i always used to order them to stay 50 metres away. Especially annoying when trying to defend a point by building structures…they stand right in front of you when you are building. Horrible AI. I’ve voted yes and will always vote yes to improving AI. However, after only being here a few months i have already started to feel like this is a forever thing and will be the death of the game…no improvements for AI is what i am feeling from the devs.

I have a dream list for the AI, some of it could never happen due to lack of full understanding with Dygor Engine and how it handles the under the hood specifics. Maybe someone has more information on what commands are hidden with various triggers, feel free to comment. But, here it is. I agree with your points, the AI has always been either to stupid or can lazer beam a guy 200m away in the head and ridiculously little moments of being effective.

I’d find fixing the AI at least in my eyes based on multiple changes to things that are not just tweaking a few values these include:

  • Smarter AI
    I’m going to use Division 2 for example, The AI from Snowdrop (in house Division engine) is capable of taking smark cover. This has a further effect following on another point. The AI will seek cover when it enters combat, looking for the closest cover and changing stance automatically.

-Smart Coverfire
They also can work co-operatly in the same game above, with each other to flank with groups of 3-5 others. They stick close to each other but they move to different posts up to 10-15m away and take cover while looking for the threat of it’s not already found, 1 finds you so does 3-5 others almost immediately after in those ai squads. That’s why smart cover works so well.

  • Make the Detection better
    No brainer, slow down detection time and increase detection capabilities, this way they can spot a target easier and not have a entire room of squad mates cut down by an SMG. Using sound such as opening doors nearby prompts checking closest door, gunfire directs the attention of the soldier and he takes cover and focuses in that direction. If no cover is found they stance change, perfect for pairing with being able to prone fire with AI when it detects someone automatically. They focus less on the player being in front of them and more to last known disturbance nearby, with that they can have random lapses and quicker reaction that extend the reaction time depending on situation something as simple as 0.2 -0.4s longer or shorter. This is implemented to add the ability for the AI to not be completely OP, standard time would depend on situation and 0.5s, to even the longer time they would have the ability to spot a player with a loud noise (breaking a window, built fortifications, etc) and quick turns within 7-9m.

And lastly… These would be huge for the AI, and well beyond the scope of enlisted. It would however be awesome to see your squad attempt to flank around another squad or enemy. Taking cover is massive, but we have one more issue: distance. The distance they are to each other feels to close when in closer formation. Instead of filling a room that’s 10-15m wide they pile up within 3-4m making easy pickings for tanks, grenades and full autos. That part would be solved above but the more pressing part is the distance they can be from you, last I seen it was 22m then they follow. For some reason more recently I thought I seen 31m, if it were at least 50 and no more then say 70 it would help for recon and enough reaction time to switch without having your entire squad instantly downed or killed. The distance for looking for a enemy would remain mostly the same as it currently is so they can see 8-12m range for detection with a bit more nearby instead of the 2 foot range they seem to detect and interact with now, going in cover might also actually solve them running in front of you as your shooting or randomly fleeing to get themselves and most of not of the rest of the squad as they would prefer to stay in cover and prioritize surviving by taking the enemy down vs running to be near you and risk a open engagement.

Shooting detection range would change based on weapon, a sniper would have +20-30m more then a riflemen, a shotgunner would take cover and attempt to flank due to the 35-50m total detection, a rifle would sit at 90-120m, these would be more urban or jungle-esk engagement ranges with minimal visibility as your shooting into a house 3 buildings down.

Edit: fixed a few typos I missed, and adjusted the detection interaction range from 7-9 to 8-12m.

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