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.