NoRailgunner 0 Posted August 10, 2009 Imho AI infantry generally should engage + fire at targets with: assault rifles: up to 800m machineguns + static mg's: up to 1000-2000m sniper rifles: max 2000m silenced and cqb weapons: up to 500m pistols: up to 50m Bit strange to see AI moving even if the they are in good position to fire, have a free view and the opponent is in effective range. Try it out with (heavy) sniper or light AT AI units. Till today I didnt see that T-90 with AI crew engaged the enemy MBTs with missiles on their own. The (AI) loader of the M1A2TUSK MG should turnin and turnout like the other crewmembers. Share this post Link to post Share on other sites
GLeek 10 Posted August 14, 2009 Imho AI infantry generally should engage + fire at targets with:assault rifles: up to 800m machineguns + static mg's: up to 1000-2000m sniper rifles: max 2000m silenced and cqb weapons: up to 500m pistols: up to 50m Bit strange to see AI moving even if the they are in good position to fire, have a free view and the opponent is in effective range. Try it out with (heavy) sniper or light AT AI units. Till today I didnt see that T-90 with AI crew engaged the enemy MBTs with missiles on their own. The (AI) loader of the M1A2TUSK MG should turnin and turnout like the other crewmembers. assault rifle @ 800meter ? are you kidding ? it's suppressing fire at that distance. std riffle ~ 300 meter . subsonic bullet @ 500 meter? no , you wrong. i bet you need 10 bullet to kill a guy because loss of bullet cinetic . Share this post Link to post Share on other sites
sbua16 19 Posted August 16, 2009 Imho AI infantry generally should engage + fire at targets with:assault rifles: up to 800m machineguns + static mg's: up to 1000-2000m sniper rifles: max 2000m silenced and cqb weapons: up to 500m pistols: up to 50m Bit strange to see AI moving even if the they are in good position to fire, have a free view and the opponent is in effective range. Try it out with (heavy) sniper or light AT AI units. Till today I didnt see that T-90 with AI crew engaged the enemy MBTs with missiles on their own. The (AI) loader of the M1A2TUSK MG should turnin and turnout like the other crewmembers. assault rifles: up to 300m effective 600m max machineguns + static mg's: up to 1k effective 1.5k max sniper rifles: 2k max silenced and cqb weapons: up to 500m pistols: up to 50m Share this post Link to post Share on other sites
Crni-Vuk 10 Posted August 19, 2009 assault rifle @ 800meter ? are you kidding ? it's suppressing fire at that distance. std riffle ~ 300 meter .subsonic bullet @ 500 meter? no , you wrong. i bet you need 10 bullet to kill a guy because loss of bullet cinetic . and many times enough the AI isnt even trying to lay down any kind of supressive fire toward you ... stading around, waiting for its death, OR shooting trough bushes with sniper like accuracy from 500m with assauilt rifles ... Share this post Link to post Share on other sites
-Paladin- 10 Posted August 24, 2009 assault rifle @ 800meter ? are you kidding ? it's suppressing fire at that distance. std riffle ~ 300 meter .subsonic bullet @ 500 meter? no , you wrong. i bet you need 10 bullet to kill a guy because loss of bullet cinetic . 5.56 Nato round 500 metres max efficient range you can shoot further but effect gets lost 500 is told to be maximum. 7.6what ever Nato/soviet 800 metres rifle(AK)/mg 7.6what ever Nato/soviet mg with tripod 1200 and further Share this post Link to post Share on other sites
-RIP- Luhgnut 10 Posted August 24, 2009 AI Helo Pilots can't sense power lines. You tell them to land and they look for open ground and the area around a powerline looks clear, then they land on the wires. Share this post Link to post Share on other sites
Smuke 10 Posted August 29, 2009 AI are to accurate leads to quick firefights. Share this post Link to post Share on other sites
Barely-injured 0 Posted August 29, 2009 assault rifles: up to 300m effective 600m maxmachineguns + static mg's: up to 1k effective 1.5k max sniper rifles: 2k max silenced and cqb weapons: up to 500m pistols: up to 50m I agree. AI now does not engage with rifles beyond 300m and it only shoots 1-2 shots before moving which creates some awkward situations with 2 enemies in plain sight of each other but not shooting. This is probably also related to the fact that after 1.03 detection ranges were significantly reduced almost back to ArmA1 levels further preventing the AI from firing at long ranges. AI are to accurate leads to quick firefights. again this is due to patch 1.03 decreased sensitivity which means that AI only detect one another when they are very close which leads to quick firefights. I remember some long intense firefights in 1.02 with inaccurate fire being thrown form both sides at long distances. This is no longer possible with 1.03 :( I would really like 1.02 detection ranges back even if it is slightly flawed by the AI super hearing :o Share this post Link to post Share on other sites
nettrucker 142 Posted September 7, 2009 I remember some long intense firefights in 1.02 with inaccurate fire being thrown form both sides at long distances. This is no longer possible with 1.03 I would really like 1.02 detection ranges back even if it is slightly flawed by the AI super hearing I agree on that one 100%. The firefights with patch 1,02 were different. the enemy Ai was a lot smarter and putting up surpressing fire once they spotted you. Now they don't react anymore and get more easily killed. Wish we could have something inbetween patch 1.02 and 1.03. cheers nettrucker Share this post Link to post Share on other sites
jungleboy1 10 Posted September 7, 2009 i had a look at the commands the other day and there is a small icon to click when you select a unit that says supress, however i tried it but the squad leader (me) said nothing. So i actually dont know why its there or it actually does what it says. Share this post Link to post Share on other sites
Njayjay 10 Posted September 7, 2009 I just wanna know why the FUCK the suppress command doesn't work. Really shows what a bunch of lazy and untidy wankers the developers can be. Why this feature is not working to me is a beyond mystery. Up there with UFO sightings and bermuda triangle. Share this post Link to post Share on other sites
otrebla_snake_ita 2 Posted September 10, 2009 Mmmmh, NPC still use RPG against infantry...what a waste of RPGs. BIS should fix this =) Share this post Link to post Share on other sites
stilpu 0 Posted September 17, 2009 If you're incapacitated someone else will take over the leader slot and will hopefully order someone to help you, but again it can take them an awfully long time to get around to it. Report that you're injured (5-4) when you're not leader, you'll be helped quite fast... unless you're the only one in your group. Share this post Link to post Share on other sites
PeaceDoctor 10 Posted September 20, 2009 Something that could be implemented into the AI system are default "formations". What I mean for example you are sweeping a town. you keep one guy with you to cover your back and direct the rest of your team by sight. You select the three other guys aim for the wall in front of you click on it and the three guys move on it and adopt a 180 covering using the wall to cover the other 180. A guy watching the front, the other the side and the last one the back. I remember a game offered the ability to do that but I fail to remember which one. Also the movements of the AI could be more "tatical". Add another "behaviour" to the "aware", "safe" etc... ones. When activated the AI would act as mentionned before, walk more carefully covering various directions rather than "straight ahead". Share this post Link to post Share on other sites
l mandrake 9 Posted September 22, 2009 I would like to see AI driving speed increased - at the moment they never seem in a hurry and take ages to travel between towns. Also, btr90s and BMp3s should stick to roads/tracks where possible instead of driving off into the countryside, which only slows them down even more. Share this post Link to post Share on other sites
Nazul 10 Posted September 27, 2009 I would like to see the AI get their own ammo when they run out instead of just screaming theyre out. Getting ammo from close vicinity, doing checks for safety as well. Dont want to see them run infront of tank 500m away to get a clip. Oh wait they do that now !! Share this post Link to post Share on other sites
maturin 12 Posted October 1, 2009 If you have a squad walking down the road on Careless or Safe mode, quite often they will keep on acting like hiking girl scouts after you have picked off a half dozen of them with a sniper rifle. Speaking of snipers, I tried commanding an AI sniper as his spotter and it was a terrible mess. I called out the presence of enemy infantry 400m south of us and he ignored them. Apparently 400m is too far for a sniper rifle. Yeah... So I give him an Engage command, which results in him crawling parallel to the enemy column and away from me in the opposite direction of their movement. It's like he's dousing for water, not trying to snipe (which may be more appropriate behavior in the expansion pack, but still). I think the Target Menu should be a 'Shoot/Aim at that' command as it is with vehicles, rather than an Engage command, which turns your units into rabid lemmings that can't see pathing nodes. Share this post Link to post Share on other sites
Rapier 10 Posted October 1, 2009 I'm finding something similar, but not as bad, in ARMA2. I created a mission set in the city of Chernagonsk. The whole place is filled with hostile Guerrilla AIs. My four man team of Force Recon marines were able to hold up inside a building. I start sniping the AIs from inside the buildings second floor out a window. The AIs would not once shoot me through the windows from outside. I'm pretty sure they've already dedected my location after shooting 20 or of them. Eventually the building is being closely encricled by dozens of AI guerrillas and AIs guerillas driving in Technicals. I'm still able to pick them off safe inside the building. No one would SHOOT INTO THE WINDOWS or just AT THE BUILDING. Now sticking my head out of a door is another story though, but is seems like as long as I'm behind a closed window, I'm safe. Now I've noticed the same behaviour with my guys in the building. I switched to their bodies so that I could place them near the windows. Not one of them would fire out from the windows. It didnt matter how many hostile AIs were roaming around like brain dead zombies near the building. None of my guys would take a shot. It's a classic Operations Flashpoint bug. Actually it's not even a "bug", but a design shortcoming. The buildings for the AI is like a "no-go" place. You'd only get killed if they start shooting at you with a tank or a large caliber Machine Gun. Otherwise, the AI will never enter buildings. And not to mention the AI has no idea what to do inside a building anyway. It would need an entirely new engine with new AI to get this fixed, if they couldn't do it in 3 games already. Share this post Link to post Share on other sites
no use for a name 0 Posted October 1, 2009 It's a classic Operations Flashpoint bug. Actually it's not even a "bug", but a design shortcoming. The buildings for the AI is like a "no-go" place. You'd only get killed if they start shooting at you with a tank or a large caliber Machine Gun. Otherwise, the AI will never enter buildings. And not to mention the AI has no idea what to do inside a building anyway. It would need an entirely new engine with new AI to get this fixed, if they couldn't do it in 3 games already. not true...I've had enemy AI climb stairs and find me in buildings, although this was in Arma1 using SLX mod. So it's not an engine limitation, they just need their "code" tweaked Share this post Link to post Share on other sites
Rapier 10 Posted October 1, 2009 not true...I've had enemy AI climb stairs and find me in buildings, although this was in Arma1 using SLX mod. So it's not an engine limitation, they just need their "code" tweaked Alright, so if the modders can do it, then the original coders should be able to. I also noticed in the CWR mod of ARMA, that the troops follow my commands a lot better than the plain vanilla ARMA. Share this post Link to post Share on other sites
Alex72 1 Posted October 3, 2009 Something i get increasingly annoyed about when it comes to the AI in my own squad is that the medics doesnt do crapola when they or any AI team member is hurt. The medic gets hurt and sits and wait for ME to tell him to heal... Is that missed by BIS or a feature? They die if I dont tell them to heal - themselves. As well as another AI in my team that gets hit should call the medic himself. Hope this gets fixed. Share this post Link to post Share on other sites
Flash Thunder 10 Posted October 8, 2009 Something i get increasingly annoyed about when it comes to the AI in my own squad is that the medics doesnt do crapola when they or any AI team member is hurt. The medic gets hurt and sits and wait for ME to tell him to heal... Is that missed by BIS or a feature? They die if I dont tell them to heal - themselves. As well as another AI in my team that gets hit should call the medic himself.Hope this gets fixed. Yeah this is really annoying especially since I play 100% of the TIME :p I want the Corspman to heal himself when injured and to heal everyone on his own without my consent, Squad Leaders and Fireteam leaders shouldn't have to babysit. :o Share this post Link to post Share on other sites
kuIoodporny 45 Posted October 8, 2009 made an feature request: "make AI think of itself" - some obvious statements about engagement that are so not fulfilled by A2. Share this post Link to post Share on other sites
Alex72 1 Posted October 9, 2009 I noticed last night a new thing. I guess its all part of your ^^ "make AI think" lol, but i was driving a hummer M2 and the gunner (AI in my squad) didnt EVER react to gun fire that was coming in. I could hear the fire from the enemy even from inside the car when driving, but my gunner was looking the other way and never bothered wich resulted in whole squad death everytime. I dont play with AI's a lot since i play mostly with human squaddies. But the AI seriously needs attention. Share this post Link to post Share on other sites
Flash Thunder 10 Posted October 9, 2009 I noticed last night a new thing. I guess its all part of your ^^ "make AI think" lol, but i was driving a hummer M2 and the gunner (AI in my squad) didnt EVER react to gun fire that was coming in. I could hear the fire from the enemy even from inside the car when driving, but my gunner was looking the other way and never bothered wich resulted in whole squad death everytime.I dont play with AI's a lot since i play mostly with human squaddies. But the AI seriously needs attention. Yes this is really frusterating, it seems that you need to script the AI's every move, ordering AI to attack people in ARMA 2 is downright impossible when moving unless you stop, and click 2, 00, target blah blah blah... its too time consuming and always gets me the driver or gunner killed instantly since I play on Veteran with AI on 100% skill. :mad: AI desperately needs to be vastly improved in patches and OA, they need Morale system without scripting that tells them to spray their weapon if they're overwhelmed by enemies, they need to be able to Hear and accurately determine where the bullets are coming from, AI needs to take cover when heavily suppressed and automatically go into different states unless you ordered them into Aware. AI needs to make mistakes to, maybe simulate them jaming weapons, whatever, and they need to NOT ignore Vehicles anymore like Tanks, the AI never attacks tanks unless they got a launcher, if they dont got one they simply stare at you or simply stroll past you like you weren't there. Please BIS, I shouldn't have to script them to do these simple tasks, scripting should be exclusively for people who want crazy, ultra realistic scenarios what have you, not basic tactics and logic. :D In a comparison please make your AI like OFP DR. Arma II's AI should do the basic combat tactics, engagement, 4 F's/logic/situation awareness/random patrols and judgement without any Scripting if the player chooses not to script everything himself. Share this post Link to post Share on other sites