Friedchiken 0 Posted March 8, 2004 Normally guns are pretty accurate and soldiers are pretty good shots.  I'm actually not in favor of "gimping" the ai's shooting ability but I think the current ai is too aware of where it's bullets will land.  I think we should examine why  skilled humans in real life miss as opposed to ai bots. 1. Ironsites - while in rl they are pretty accurate esp at 400m, people don't know the pinpoint point the bullet will hit.  This is esp true at varying distances and constant adjustments to the angle you look in sights may be necessary.  Personally I only have shot through 3 (|i|) line sight but I think that this anomaly also applies to the "ghost ring."  I have the suspicion that all the ai know where the pinpoint spot to aim is and do not "estimate" the aim like humans do. To fix this I think the ai should just fire away when their aim goes near a certain point on target like couple of milli-meters.  A tiny cone of aim triggering when the ai shoots may be a way of putting it.  You don't even have to make the weapons inaccurate.  This way they can hit close targets easier than farther targets but not be retarded (think HD weapons now). 2. unsteady arms - kinda like armchair warriors, the computer isn't aware that his avatar's arms should be shaking (a little) and it just lines up the shot and fires away.  Maybe when the ai is shooting, it's aim should move unsteadily, in a ramdom motion.  Then it's misses would be more realistic rather than always shooting bad (HD) and depending on its skill can have some pretty accurate shots in certain situations.  When I shoot a Daisy pellet gun (dinky, i know) it's pretty heavy and my aim moves around a bit. 3. non-omnicient covering fire - this has already been suggested alot in the ai threads. To facilitate different shooting abilities, I think soldier skills should be stat based rather than skill-level based so we can have a variaty of ai skill types, like movement logic, weapons use, and bravery. Share this post Link to post Share on other sites
suma 8 Posted March 8, 2004 Quote[/b] ]To fix this I think the ai should just fire away when their aim goes near a certain point on target like couple of milli-meters. A tiny cone of aim triggering when the ai shoots may be a way of putting it. Quote[/b] ]Maybe when the ai is shooting, it's aim should move unsteadily, in a ramdom motion. This both is already implemented in OFP from day one. I agree we will need to find more ways to create an illusion of human firing, but the obvious things are already there. Share this post Link to post Share on other sites
ralphwiggum 6 Posted March 8, 2004 Ondrej, if you need some real life data, please send me a message. I can test dispersion for a handgun (CZ 75B) on different shooting rate. Of course, a nominal fee of 1,000 rounds of 9mm Sellier & Bellot will be needed.  I'm still confused on occasions. most of the time, in OFP, an AI will stop, turn, and fire, even when i'm within 3 meters. in real life, that would not be case, but more like spray and pray. but then again, on occasions, the AIs shot while running and hit me   Share this post Link to post Share on other sites
CopyCon 1 Posted March 8, 2004 I think the main problem is that the AI is always cool. It does not panic. It does not shoot as long as the aim isnt perfect. Share this post Link to post Share on other sites
void_false 1 Posted March 8, 2004 i agree with you, Friedchiken. we need more inaccurate AI. I hate when i get shot within 300-400 meters from PK by first few bullets AI machinegunners even more accurate than snipers. BTW, what is it "HD weapons" Share this post Link to post Share on other sites
Gollum1 0 Posted March 8, 2004 I think the AI should at first be very inaccurate (with low-medium skill) and then bracket you in after firing many shots. This way, you will have to keep moving and not stay in one place, because you will die if the AI adjust their fire and eventually hit you. According to different surveys, the average soldier can't hit anything over 100m away with an assault rifle. Exaggerated, but the AI in OFP tend to be very sniper-ey with assault rifles in OFP, just like human players can be with the extremely accurate weapons and low recoil. (even while firing from a standing stance) Share this post Link to post Share on other sites
Acecombat 0 Posted March 8, 2004 Quote[/b] ]but then again, on occasions, the AIs shot while running and hit me Really? theyve never did this to me Share this post Link to post Share on other sites
Friedchiken 0 Posted March 8, 2004 Thank you Suma for your reply. Â Actually there were times in ofp1 where if I was at a reasonable distance (long) and running like a complete maniac (even more nuts than zig zag) the enemy would miss like 70 rounds. btw, are you talking about ofp1? (no need to answer, I think its yes) I don't want the ai to be inaccurate but I think they need more chances for error, taking time to figure out what is the best way to hit you. Â Like the bracketing idea. For long range combat though, I'd like the rifles and sniper AI to engage at longer distances. Â And the machine guns to be accurate but have freaking recoil that blows off the first shot (and inaccurate ironsites). Â Of course my opinion isn't the most qualified. Â I have trouble hitting a soda can 15m with a dinky pellet gun with a 1.5X scope... ^.^;; Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted March 9, 2004 Recoil does NOT affect the first shot. The AI is pretty good as it is but if it was more like the way it has been tweaked to in FDF that would be an improvement, IMO. If it's possible, I'd like the first round(s) to be fairly inaccurate then the ai to adjust their aim (as a human does) Share this post Link to post Share on other sites
Friedchiken 0 Posted March 9, 2004 Recoil does NOT affect the first shot.The AI is pretty good as it is but if it was more like the way it has been tweaked to in FDF that would be an improvement, IMO. If it's possible, I'd like the first round(s) to be fairly inaccurate then the ai to adjust their aim (as a human does) oh ok, I wasn't sure if recoil had anything to do with missing the first shot. Again, my dad's small Daisy doesn't have recoil. But I totally agree that the first shot should be pretty inaccurate unless the ai was using a sniper strategy (maybe defined in its ai type?) and took its time to hit a slow person. What I'd like this thread to focus on is what makes a skilled human miss his first shot that hasn't been simulated by the ai? Playing games like vietcong or call of duty it starts to get tricky when I try to hit targets longer 100m. I wonder if this is more realistic or maybe the FDF mod made aiming more realistic. Share this post Link to post Share on other sites
bmgarcangel 0 Posted March 23, 2004 AI shooting should be based on skill level. Skill level should be otained by that bar thingy and by how much they face in missions, so the AI learns after a while Share this post Link to post Share on other sites
Phleep 0 Posted March 24, 2004 I think the introduction of wind will help this issue as long as the AI is also unsure as to the wind strength and has to guess the effect over the distance to the target. I reckon this is what makes the v1 AI accuracy seem unreal. In varying wind everyone would be slightly off at long range which would force CQBs. Share this post Link to post Share on other sites