My dog would stay when ordered, why won't my bots?

Yeah, more bot ranting coming. The one thing that causes me to shut the damn game off is the HORRIBLE bots, their stupidity irritates the living hell out of me. I know, I bitch a lot about bots, but nothing ever changes, and to be honest, I doubt anything every will change. Sure, they made Rambots out of enemy computer controlled bots, but our bots are so stupid they would have never made it past the first day of basic training.

Why when ordered to stay, do these ass hats constantly disobey your orders and free roam, usually right to where the enemy is becoming useless cannon fodder? I was in a custom match in Tunisia in one of the big three story buildings. I get a nine man squad all intact into a second floor back room, order them to stay and at first glance, they were obeying. So, I go around to start shooting over the rail at the enemy below, then notice a bot died, then a second so I thought the enemy had come up stairs, so I switch to the next bot thinking he would be in the room, and the dumbass is ON THE ROOF, two floors above! WTF is up with that. I switch to the next bot and he was downstairs dancing and dying with the enemy.

I’ve had three dogs, and I trained all three of my dogs. All would stay when ordered. So, I can train a dog to do a basic thing like staying, but the Dev’s can’t program a bot to stay? :roll_eyes: Stay…We’re not talking that the bots need to be rocket scientists, JUST STAY where ordered. Is it really that difficult?

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Because the developers have set a rule in the basic logic that the distance between the robot and the player cannot exceed 50 meters. Only by placing X at the strategic point can this distance be exceeded.
However, they forcibly weakened the “shift+w” capability of the robots, and refused to optimize the sensitivity of the robots in combat mode and passive mode.
When in combat mode, the robots will stop at any time due to combat happening 200 to 300 meters away, blindly searching for distant enemies. Even if they do spot the enemies, they will not fire their guns.
The passive combat robots often rush through fixed routes at high speed. Even if the enemy shoots down 7 out of 8 of them continuously, the 8th one might not stop but continue to face the enemy’s bullets.
In addition, regardless of any squad mode, the robots will not use melee weapons to initiate a “charge” (melee attack + shift + w), nor will they use the bayonet rifle to charge (this charge skill is only used for rapid movement in a straightforward manner). The robot merely uses the heaviest weapon and then performs a sprint, rather than charging. Moreover, during the sprint, the robot will waste a significant amount of its energy value on meaningless back-and-forth climbing, or choosing extremely impractical and exhausting routes.
This results in the robots, in most cases, being more than 50 meters away from the soldiers used by the players, and sometimes even at a distance of around 100 meters.
Furthermore, there are elements such as anti-human logic, a lack of gameplay in the soldier sequence switching, and rules for the arrangement of robot movements.
When a player quickly presses ‘y’ to switch to the next AI soldier, they are often forced to switch to the soldier who is the farthest away from the soldier they last operated on.
This is usually the case. Before switching to a new soldier, players press the X button to set the command position. However, if this violates the 50-meter distance limit, the command will be forcibly cancelled.
The player has to use the farthest soldier to move towards the target again, and also watch as other AI soldiers return to your side from the battle front.
Because when you were fighting on the front line, most of the time you wouldn’t be X at the strategic point. You might X in many places, or even just X at the edge of the strategic point. However, the system designed by the developers does not recognize or acknowledge the player’s commands.
Additionally, when there are a large number of physical entities for players and strategic points, especially those newly created maps of low quality that are the sequel versions, including all maps of the Pacific, Myanmar, Ardeng, and Far East. (And the same problem also exists in some strategic points of the old maps.)
Even if the player accurately hits the strategic point and presses the X button, the command system will not take effect. The X command mark pressed by the player may be stuck on strange trees, walls, or the ground, but more often, the game mechanism will not recognize the player’s operation.
Additionally, there has been a persistent bug on this issue for several years. Fortunately, pressing dX worked promptly. However, when the bug was triggered, the player’s robot would head to the strategic point, but no visual indication of an X mark would appear on the player’s mini-map.

And this is merely a small corner of the vast iceberg of unresolved bugs over the course of several years.

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It always amazes me when I order my guys to sit tight in a room the second floor of a building, in close formation, and then one of the guys makes the arduous journey out of the room, down the hall, down the staircase, down another hall, exit the building, and then get shot in the open street.

If I had a penny for every time I saw this happen, in real time (I was staring like I was watching a bad car crash), I’d have two pence.

Which isn’t a lot, but it’s weird that it has happened twice.

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I can be in the same room and physically watch my bots leave the room, so, I know the 50 meter deal is not in effect. The Tunisia deal, I was in the room next door, which couldn’t be more then ten meters total distance. The bots don’t obey no matter the distance.

My speculation is this is 100% deliberate by the Dev’s. If every bot that we wanted to save actually stayed where ordered, away from doors and windows then the killing totals would drop significantly, which is why I have always said our bots are strictly cannon fodder, by design. I am ok with a little of that, but when I am constantly losing 66-75% of my squads due to bot stupidity, this kind of ruins the game to a point. I get tired of writing off a 1/3 to 3/4 of my squad to them just committing suicide. :sweat_smile:

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In some specific locations, such as during the conquest battles of the five strategic points of the Berlin Chancellor’s Office, within the strategic point on one side of the building, if you press the X button towards the distant other points, your robot will even attempt to cross the grey area and then die from poisoning there.
Or in the Moscow monastery, at certain strategic points where the player presses the X button to face the doorway/entrance tower, some of your robots will move out the battlefield and head to the enemy’s start/beginning respawn point. There, they will either be poisoned to death or fight to death with the enemy who has birth protection.
These problems have existed for many years.
I remember some of these points were summarized by James in 2022-2023, and some were collected again by Snowiew in 2025. However, the relevant developers were not concerned because these issues have never been resolved.
And the developers always have a large number of moderators, helpers and alpha test team members (not alpha test players), but obviously only a few of the staff members are competent. Most do not actively check every detail, nor do they correctly collect and evaluate the feedback from players.
PS: Among the hundreds of experienced players I have known (from all over the world), everyone is aware of numerous long-standing unrepaired bugs or bugs that keep reappearing. Often, discussions about the developer logs can predict the occurrence of many bugs.

Some people agree with your point of view.
For example, the video collaborators who were enlisted still receive silver card rewards, and this has not been revised yet.
enlisted.net/en/partnership/#!/
This was all done deliberately by the developers, decision-makers, operation staff and the CM.

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