-GLT-Sarge 10 Posted September 20, 2011 [84692] Fixed: AI was often not watching unidentified targets (causing http://dev-heaven.net/issues/24631) http://www.arma2.com/beta-patch.php Share this post Link to post Share on other sites
metalcraze 290 Posted September 20, 2011 Anything that will make AI to be less of a slowpoke I like Share this post Link to post Share on other sites
sickboy 13 Posted September 20, 2011 Other fixes include: #24684 - Game froze in DS Share this post Link to post Share on other sites
Black Russian 10 Posted September 20, 2011 The AI seems to attack left vehicles again. I have played a mission over MP today and we left the Humvee because of attacking AI and several Ais attacked the Humvee even no one was in it. Can anyone confirm this? Share this post Link to post Share on other sites
metalcraze 290 Posted September 20, 2011 AFAIK that's intentional since you weren't killed, didn't go too far from it and thus the car still poses threat This was done to battle the well-known cheat where you can leave some precious vehicle (like an APC when you get ambushed by an AT squad), kill AT guys, get back in and finish off everyone else. Share this post Link to post Share on other sites
themaster303 22 Posted September 21, 2011 The AI seems to attack left vehicles again.I have played a mission over MP today and we left the Humvee because of attacking AI and several Ais attacked the Humvee even no one was in it. Can anyone confirm this? thats ok i think, you would also destroy the vehicle of the enemy even if they are out. so they dont use it again. so dont think its a bug , its a feature ! Share this post Link to post Share on other sites
f2k sel 164 Posted September 21, 2011 The AI seems to attack left vehicles again.I have played a mission over MP today and we left the Humvee because of attacking AI and several Ais attacked the Humvee even no one was in it. Can anyone confirm this? Yes I'm not a fan of it either, if the AI have no AT they waste time shooting through the windows of an empty vehicle while taking fire. Not only that but the vehicle is often quite drivable anyway as only the glass is damaged. It does depend on the right vehicle and position and what the bullets hit. Share this post Link to post Share on other sites
Brainbug 10 Posted September 21, 2011 Yeah, that behaviour probably needs another fine tuning, AI should only use the right tools for the right job, i.e. no small arms against vehicles (maybe machineguns with 7.62 and above against unarmored vehicles). Using AT weapons against inf falls into the same category. Also for example gunners from vehicles should shoot faster, they only point at the enemy but don't shoot, because their aim is always a little off while the vehicle moves, if you stop they start firing instantly. Not good if you want to escape an ambush and need suppressive fire. I'd welcome if the AI gunner predicted the movement of his vehicle for the next second or so and applied a lead so he could fire and hit something while on the move. There is a lot of AI behaviour improment still possible, and I guess over time it will be improved piece by piece (maybe getting some imspiration form the Zeus or ACE AI mods), but I doubt that this has high priority at the moment because it is not really a game breaker, just more or less annoying. Share this post Link to post Share on other sites
Black Russian 10 Posted September 21, 2011 Yeah, that behaviour probably needs another fine tuning, AI should only use the right tools for the right job, i.e. no small arms against vehicles (maybe machineguns with 7.62 and above against unarmored vehicles). Using AT weapons against inf falls into the same category. Exactly. It would be Ok if they would use an AT launcher but they were firing with machine guns and even sniper rifles for a long time at the car so I could easily finish them off. Share this post Link to post Share on other sites
sickboy 13 Posted September 21, 2011 For it to be useful for BI, it's preferable to create a ticket with specifics, details, small repro mission etc. http://dev-heaven.net/projects/cis/wiki/CIT Share this post Link to post Share on other sites
dontknowhow 33 Posted September 21, 2011 For it to be useful for BI, it's preferable to create a ticket with specifics, details, small repro mission etc. http://dev-heaven.net/projects/cis/wiki/CIT the way the thread it's going I would say it's preferable to decide how it should work in the first place Share this post Link to post Share on other sites
NoRailgunner 0 Posted September 21, 2011 I think AI should stop firing on enemy vehicles if a) it can't move anymore = mobility kill b) it can't fire weapons = firepower kill Everything else is wasting time, ammo and combat effectiveness. AI in team/group should use weapons at max effective range and share target+lock infos between each other. Now its still very chaotic/uncoordinated if an AI AT team has to ambush convoys with wheeled and tracked vehicles. Even if the player micro-manage AIs to target different vehicles - AI will override these orders an shoot on other vehicles. Or fire two Javelins on one... :rolleyes: Imho BIS should improve the role of human leaders eg if human leader aka player issues orders = AI has to follow them. + Please fix this "AI walks away to engage a target with clear LOS and proper fire position..." Share this post Link to post Share on other sites
metalcraze 290 Posted September 21, 2011 (edited) Exactly. It would be Ok if they would use an AT launcher but they were firing with machine guns and even sniper rifles I don't see what's the problem? Not like they had much choice but the choice of weapons is correct as both deal damage to even an armored car. If they had an AT launcher they would've used it as well. I think AI should stop firing on enemy vehicles if a) it can't move anymore = mobility kill b) it can't fire weapons = firepower kill Everything else is wasting time, ammo and combat effectiveness. Except the engine doesn't have the "weapon-damage-component" for cars so B can't be achieved. A shouldn't be achieved. If a car armed with an MG can't move anywhere what's the difference? MG can still mow you down Edited September 21, 2011 by metalcraze Share this post Link to post Share on other sites
NoRailgunner 0 Posted September 21, 2011 Sorry should made it clear: A) if a vehicle without weapon/gun is an M-kill = great no need to waste more ammo on it. B) if a vehicle with weapon/gun is an F-Kill = great this enemy lost his ability to shoot but only fire on it if there is no higher threat around. Any vehicle that is an M-kill and F-Kill should be considered as combat ineffective. Why not checking if gunner is alive? AI drivers don't swap seats and they usually don't get out of their vehicles so quickly. Share this post Link to post Share on other sites
OMAC 254 Posted September 21, 2011 Sorry should made it clear:A) if a vehicle without weapon/gun is an M-kill = great no need to waste more ammo on it. B) if a vehicle with weapon/gun is an F-Kill = great this enemy lost his ability to shoot but only fire on it if there is no higher threat around. Any vehicle that is an M-kill and F-Kill should be considered as combat ineffective. Why not checking if gunner is alive? AI drivers don't swap seats and they usually don't get out of their vehicles so quickly. I agree, but AI should keep shooting if there is ANYONE left in the car even if there has been M-kill and/or F-kill. Share this post Link to post Share on other sites
Brainbug 10 Posted September 21, 2011 On the other hand, AI should also not leave a car too soon. An armored vehicle will still provide better protection and more firepower even if it is immobilized. If my BTR/APC has lost a wheel, I'd rather get on the gun and shoot at the attackers than jump out and wait to be shot. So if AI stays in, at least the gunner, than it also makes more sense for attacking AI to keep shooting at immobilized vehicles. In any case, they should prioritize their targets. It is certainly ok to keep shooting at a unmanned car to wreck it, but not when their crew is out and returning fire. Share this post Link to post Share on other sites
Black Russian 10 Posted September 21, 2011 On the other hand, AI should also not leave a car too soon. An armored vehicle will still provide better protection and more firepower even if it is immobilized. If my BTR/APC has lost a wheel, I'd rather get on the gun and shoot at the attackers than jump out and wait to be shot.So if AI stays in, at least the gunner, than it also makes more sense for attacking AI to keep shooting at immobilized vehicles. In any case, they should prioritize their targets. It is certainly ok to keep shooting at a unmanned car to wreck it, but not when their crew is out and returning fire. Yes, this is a known issue. I thought I have created a bug report about it. As long as it still can fire and they are not attacked by at weapons or armor piercing ammunition they should stay there and fire back until the threat is gone. Share this post Link to post Share on other sites