THE BAYONET
A blade attached under the rifle, Something so simple and yet still a must for the urban warfare from the 16th century to the moderna days.
but
In enlisted his true potential (as the other melee charge weapon) is far from be showed because the only one who can effectively use here as intended is the player, BOT even if they go melee they prefer shoot or use the but of the rifle or mostly:
- whatch a player kill all their squad and them after
so
I propose to add a simply scripted action in the bot AI, wen there is an enemy in 2m from them and they have a weapon with a bayonet attached (or sword/axe in the melee slot) they simply charge this enemy, imo this help to:
-
normalize bot CQC defense equipped with weapons able to charge , no more magic instant kill shoot or no reaction aganaist a foe by them plus all gun equipped with a bayonet (or axe/sword) become extremely useful for defend heavy CQC cap
-
satisfie people who ask for a more competent AI in cqc
-
make happy who want see their bot bayonet charge or a better use of melee weapon
Edit:
Now i know this dont totally fix the bot reaction in cqc but is already something, and make finally usefull swap all the knife with axe/sword on your bot
@EdVanSchleck
4 Likes
Bots turnig 180* after slightest sniff of You and instantly detroying You with elbow to face was already annoying enough.
Have bots charge with player on bayonet charge? YES
Give them back ultra instinct but with charge this time? No for me.
It was nerfed for a reason. I guess bot cqc will always be too easy or too hard
4 Likes
well, they don’t charge like players, as a sprint charge with lower bayonet like players can perform.
but if the enemy is in range of 5 meters, they will actually chase the enemy and stab it.
so that’s already present as far as i know.
they are questionable as their reaction times in proximity is inconsistent ( they sometimes struggle to even realize someone is there ), but they already do this. they do actively use melee and chase players )
another precisation:
so, this one, it’s actually a fake.
let me explains, bots that have bayonets & non bayonets, will perform either way the buttstock animation.
but, the differences, are that, the damage will change based on the weapon.
so they do use the bayonet and one shot players, despite the wrong animation.
on the other hand, they will only use buttstocks and do moderate damage with non bayonets weapons.
it’s… a bit visually misleading, but they do use it.
( you can also hear the stab sound … despite using the butt stock. lol )
1 Like
Yeah, you pretty much covered exactly what I was going to say.
Otherwise, the other two things I would add:
- Getting constantly charged down by AI is not going to be fun at all.
- How do they decide when to charge? They could easily be one extreme or the other (it never activates, or it activates when they should realistically be shooting instead).
1 Like
Like this?
Gastano proposes it to be hardcoded (literaly one if) so I don’t understand your problem.
1 Like
AI already does this without charging:
beh_tree__blackboard__enemyMeleeRadius:r=2.0
Imo it’s not necessary for AI to bayonet charge you.
2 Likes
Is inconsistent, AI 9 time out of 10 instead of melee attack you or stare in the void waiting the death or esp 180 degree shot you, imo It need a true cqc reaction based on what weapon use and the ability to charge with bayonet/sword/axes for close the distance gap if is possible
Can we define the AI’s behavior more refinedly through the editor?
For example adding new behavior tree patterns for them?
1 Like
Entirely new ones? very unlikely, but you can probably just change existing params to for example make them shoot at pilots by changing this line:
agent_dangers__targetAirplanePilots:b=no
3 Likes
good idea, especially since in real life soldiers also dont sit there calmly when an enemy appears so close, they start charging at him with full power. constant, calm bot behavior makes the game appear very sterile and weakens immersion.