The incorrect position of the ai team: The position of the soldier during battleai

  • Yes
  • No
0 voters

The incorrect position of the ai team: The position of the soldier during battle.
If you wish, I can make the battlefield completely more complex, but the actions of the soldiers will become more fragmented but more refined.
This is the understanding and experience record of CSGO players regarding the battlefield.It’s even more effective()()()()((((((
-1. Having behavior patterns but only needing to satisfy the offensive and mobile behavior patterns of soldiers and squad actions

I just want to admit that the power of AI squads has always been exaggerated. What I agree with is more like that AI should adopt a mobile warfare style but must have a relatively weak power. The current AI is more like just following the player and locking onto the enemy, then closing the distance and shooting to kill the enemy. It also lacks the ability to provide any backup troops to keep the player alive when encountering enemies. Even the reflex arc operation mode is very fake and has no feedback when hitting a living person. It will completely expose the player’s position in the attack and has an excessive density and distance from the player, with no cover or assistance.
The strength or weakness of the AI in the past and now has never deviated from this category. It’s just that the arrangement of the AI when locking onto the enemy and pulling the trigger is not neat.
At this stage, the AI has not given any useful properties at all. It’s just like an in-place display as a target to expose the player’s action intention. Even a single player is worse than a two-player game.
It can be said that when the AI encounters enemies, its gun barrels are not aimed in the direction where the enemies are expected to come from. But logically speaking, there should be models of the players’ regular routes marked on the map. If the AI can hold the gun and even knows that the players will be lured, of course, you can make the AI’s shooting inaccurate or sluggish, but
/First, make it think like the players. This is more beneficial for both offense and other gameplay methods./

And AI should not fail to know the direction from which the player can see it when seeking cover and fleeing. At the corners of the cover, use a fulcrum on the ground route model to calculate in advance the angle from which the player might be able to see the AI. Of course, remember to make the AI lazy and move.
,/ It will probe outward for the player’s passing location and kill them. When firing, the action should have priority over fleeing.
Similarly, the AI can place a gun at the window where the player passes through. The positions where the player has successfully killed enemies can be marked with the average number of kills to determine the priority of the gun placement points for the AI to choose. Also, the AI should be attracted to areas with transparent windows’ light transmission, and then its gun muzzle should silently point towards the places where the player will pass through. When idle, an AI should be positioned in front of the player’s path. If there are too many opponents on the other side, then change and retreat. Adjust the distance of the AI from the places where multiple routes converge (only recording the player and marking those places as dangerous and keeping the gun muzzle away from them), and even find cover at a distance. Of course, it would be best to have another AI that can “flash the face”. Similarly, the AI should not be too precise; it should be an inherent characteristic of the AI.
/But at least it should have the ability to suppress when the player is idle. The ability to clear the position by requiring the player to make sharp turns and continuously shoot should not be too strong. And it should prioritize the visual and sensory perception of the battlefield changes over the footsteps. Smoke bombs will be used to clear the way. /

-AI’s step prediction:
AI should have the ability to predict footsteps. AI should be alert within a certain range of footsteps to predict the enemy’s position and react accordingly. It should also predict the position that the player will reach at their regular speed based on the player’s route model. If there are marked players in the visible cover area who successfully set up a gun position, or if there is a recorded instance where the AI successfully finds a window and sets up a gun position to the enemy’s marked position within the visible range that can be reached using the recorded route model, the AI can change the gun position according to the sequence of the enemy’s passage. If a soldier fails to get a position, they can be assigned the position responsible for setting up the gun behind (AI soldiers should have communication for duty changes). Remember to keep the AI away from gun positions that are prone to tank bombardment, unless the artillery fire is 3 times away from the edge of the gun position window or a certain distance from the cover. Or, a brave soldier is willing to stay in the fire until they are forced to fire one or two shots and then not run away.

-AI survival:
When there are 3 or 4 firing points in the squad and a gun is available from the previous route, it can be considered for survival. In some areas, players will hide behind the angle of the walls on the route, and the greater the angle from the intersection of multiple routes in the data, the better (that is, crouching against the wall). However, the distance and space cannot exceed one room because players need to switch between human and machine to counterattack.
/.ai will choose whether to get close to the cover and assist the player’s firepower based on the distance from the enemy itself.
-AI assistance for the player’s movement gameplay:
My suggestion is to enable the behavior pattern of changing the selected target by pressing the x key multiple times (such as single-click marking, double-click marking for warning in CSGO).
With the indication of consecutive presses and different key-press times for the markers. Players can remember and bind more functions (soldier [AI aiming the gun, waiting for withdrawal, fixed around this point position to keep this point position repeatedly], team [stationing, arranging])
And bind the mode key K to the capital letter Caps key, use the faster alt to switch to the next selected soldier or team during the battle. With one hand, you can cover command and issue orders and instantly switch to the next one during the battle.

  • The control of the x key, j key and cut key in the

-.2 UI interface has been improved to correspond with the corresponding auxiliary keys, enabling the team to have more actions and the ability to separately deploy according to the players’ needs.

If a player uses a tank, they can be targeted by the aiming systems of other players, and the commands they issue can attract a total of 2 AI agents. These AI agents will be vigilant at positions within a 50-meter radius where people can pass through windows in the room, preventing the player’s tank from being killed by the Iron Fist.
Allowing the AI to map out the route on its own: Use a certain algorithm to lay out the path that theoretically leads to the fastest destination from the starting point, and mark the corners and angles of walls that can serve as regular route passing positions and intersection points of routes, allowing for climbing walls to pass through.
If the enemy within the player’s line of sight is still far away and there is an intelligence feedback, the team members can consider the fastest route to directly attack. If not, they can attack alternately as the player’s speed and target instructions change. If possible, consider adding the range of explosives, making the attack more diverse and in multiple batches.
Having teams A and B, each team can be separated by more than 80 meters from each other. This is the second batch of attacking teams after the failed attack by explosives and other methods. The teams can be divided into up to three batches: abc. (The UI interface and command method remain the same, only the color of the different squad member icons will change, *it needs to be set before the battle)
The X key, in addition to the default single-click movement, should have more functions for the player’s team to be able to enter the building along a single route with concealment and protection. When aiming at a window or a certain height of the wall, double-clicking can allow a single squad member to break through the window (the prompt text for the X key will have multiple columns related to ‘double-click’). When selecting a squad, it will quickly cross over the window or wall and enter behind the wall. Triple-clicking will allow up to three batches to reach the marked location in a钳形 manner.

  • facing can trigger object and aim at the bottom of the wall Should be seen in the object into the arrow and placed after the prompt and complete disappear.
  • please make placing the vertical transparent, the setting for the player’s standard for distance orientation with no eggs

The function of the x key is only effective when in close proximity to an object’s surface. Therefore, the map key has been changed to holding down the m key while using the mouse to open the command version of the map. Players can drag the map and draw lines on individual color-coded squad markers centered around them (the maximum range of the route is determined by the displayed range of the map frame, with up to three floors and a road length of 100m). The starting layer of the drawn lines is the current floor plan of the house (refer to the CSGO floor plan). Doors and windows on the walls of the house will be marked in red. After the line passes through, the squad route will climb over it. If the line bypasses a door and passes over the top of the house, the squad will attempt to find a way around the edge of the house and climb over the roof. Repeated lines on a street route will be connected by an approximate smooth curve and skipped by the squad. Positions that can be painted yellow allow for the first two bends, allowing the squad to have 1-2 soldiers fold back and forth along cover to attract fire
/Even after drawing, you can press the Z key twice on the route to slowly conceal the x smoke bomb. You can specify the location, switch route colors, and display behavior icons for coloring. Each behavior can only draw one continuous line.
(The route of the squad can be pre-adjusted by recording the average height of the gun line along the route edges and the visible positions of outpost soldiers, thus enhancing offensive actions and alternating cover tactics. During the white-line rushing phase of the route, it is important to avoid being detected and move quickly. Yellow indicates the most aggressive offensive style, while blue indicates a preference for crawling rather than changing the route.)
*Click and drag across the stairs to decide where to draw a line and connect it to the second floor. The route cannot be repeated, as the purpose is for the squad to clear the way, attract fire, and deploy first. Double-click to complete the route and enable it,
*Each squad can choose one route (the icon’s starting point indicates the current formation status of the squad). If there is no command, the original placement remains unchanged for stability

  • The movement command can only be executed from start to finish, and players must converge within 18 meters of each other on the same floor at most. Otherwise, the character switching to this squad will be unable to directly command the other two squads. The complete route of the squad will be retained and displayed on the map from the player’s perspective
    Press J to enable movement, which can be activated sequentially according to the order indicated by the route markers. The team can cancel the movement command by long-pressing J within a range of 18 meters (when the crosshair is selected for the abc squad marker, a horizontal bar crosshair will appear. Long-pressing J will turn the crosshair red, indicating that the command for a single movement route has been canceled)

Long press the UI button for y and press the e button to switch between the teams that initiated the offensive movement in 1 and 2 (as there are only two commandable teams besides the current one). To determine whether a team is in a moving state, simply check if the horizontal bar under the soldiers’ UI, which corresponds to the color of the team’s soldiers, becomes thicker
When the crosshair is selected and the alt key is pressed, the dotted line route of the adjusted formation will show whether the soldiers of the current batch are arranged to hide in the advanced building or form a separate formation as bait for flanking (in fact, these are things that the enlisted squad has been doing, but they are consumed too quickly())
/The team for batch abc, along with the j-key route command and squad roulette, the prompt for the roulette team is an outer three-color nested style with thin lines. Clicking on the label allows for manual rewiring around the outer edge of the disc (a team can have a maximum of 3-4 people)
Members of the three teams will be allowed to spread out at a distance, attack in fixed batches, and follow a sequence of becoming visible (which can be detected in advance by observant players),
In this case, smoke grenades will come in handy, as the survival value of individual squad members will be greatly enhanced. Even if explosive charges have a wide range, they will always be used to clear individual rooms and locations. Want to use explosive charges to bomb people? There will always be a squad blocking the front to try to counterattack and preserve their strength, while the soldiers guarding the door will be killed and the remaining soldiers will lose their duties and be broken (
Currently, the CAPS mode key still has three selection modes: entire team, squad in sequential batches, and individual soldier. Long-pressing the CAPS key opens the wheel. Pressing the Q key switches between types
The CAPS key switches the selected squad, that is, changes the squad formation density style [large gap horizontal row (which can be changed to double rows against the wall according to marked fire points), hollow volume, staggered] and
When selecting the entire team, the follow mode of the entire team will be switched [with the player and secondary sub-team leading, the concealed travel path will be followed > if the team leader dies, the formation will automatically spread out, and the sub-team will be arranged in a post-positioned manner]. For the sub-team, the command will change based on the number of times x is pressed on objects and the ground (the UI will display this command type based on the number of clicks, flashing and shrinking)
The selected soldier does not have a relevant behavior pattern because the x key overrides the function
)
The current player interface features two primary buttons: the sequence command attack button (labeled as “j”) for prompts and UI display, which shows the selected squad status, the degree of attack deployment (measured in meters or total route length), and the names of attack actions completed in sequence (such as “traveling”, “throwing smoke grenades”, “attracting”, “completing/stationing for standby”, and “attracting [twice]”). The target action button (labeled as “x”) and a row or two of x buttons correspond to different command types, with the UI displaying an additional abc squad formation enthusiasm mode [alternating movement, lagging but synchronized attack, advancing control after the front squad clears the point] /

All changes in the battlefield can only be achieved when the division of labor among soldiers becomes clearer, and when the squad soldiers, when passive, become proactive, and the squad’s attack possesses the ability to batch and maintain activity at close range, as well as group concealment, and has a broad and open formation
Everything remains a thrilling game of head-clearing, with the only change being that players’ command and secondary attack now have safeguards against silent games,
(Dragging the circle around the disc will trigger the selection, and pressing the team color will switch the follower’s squad)