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.

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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:

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