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HamishUK

Sniping and enemy AI

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More of an observation than anything else.

I have noticed the enemy AI seems to spot and tag you pretty quick whilst using one of these from long range. Also the enemies return fire over 500-600 meters seems to be bloody accurate.

Tried toning down using the settings somewhat but doesn't seem to work very well.

Anyone else feel the AI slightly over uber in certain situations (i.e long range sniping).

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A solution that worked with OFP and works with ArmA....

Place snipers half injured - thier aim gets shaky, so they still engage you at nice ranges, but the rounds arent deadly accurate. Of course theres the complication of your carefully placed snipers crawling off to the nearest medi tent....

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yip, was fine in 1.04. They would shoot back when you sniped from distance but was horrible and pretty survivable for you. Now with 1.05 they will hit you with the first volley and you will be dead in no time! This is from aroun 500 - 600m

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I have found the enemy's greater engagement range to be a great improvement since 1.05.

However, I think the enemy AI's rate of fire is a bit high, they dont seem to take the appropriate time to AIM when shooting at 4-500m distance, instead it's just BANG-BANG-BANG-BANG.... almost like full automatic fire (and still deadly accurate) confused_o.gif

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More of an observation than anything else.

I have noticed the enemy AI seems to spot and tag you pretty quick whilst using one of these from long range. Also the enemies return fire over 500-600 meters seems to be bloody accurate.

Tried toning down using the settings somewhat but doesn't seem to work very well.

Anyone else feel the AI slightly over uber in certain situations (i.e long range sniping).

My own experience is that hiding does work. In that, I was playing as a sniper against other snipers, and if I hid myself well I could get a few shots off before getting tagged. Before being tagged I noticed the AI snipers scanning around for me.

And.. IMO it makes sense for the AI snipers to be accurate, by the nature of the job it's the most outstanding shots that are given the job.

Don't know about the rate of fire however, that could be a problem.

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More of an observation than anything else.

I have noticed the enemy AI seems to spot and tag you pretty quick whilst using one of these from long range. Also the enemies return fire over 500-600 meters seems to be bloody accurate.

Tried toning down using the settings somewhat but doesn't seem to work very well.

Anyone else feel the AI slightly over uber in certain situations (i.e long range sniping).

My own experience is that hiding does work. In that, I was playing as a sniper against other snipers, and if I hid myself well I could get a few shots off before getting tagged. Before being tagged I noticed the AI snipers scanning around for me.

And.. IMO it makes sense for the AI snipers to be accurate, by the nature of the job it's the most outstanding shots that are given the job.

Don't know about the rate of fire however, that could be a problem.

I can see that with having enemy snipers.

However the AI using standard iron sight AK's hitting a prone target at over 500-600m's seems a wee bit too accurate for me. Especially as the AK was never built as a precise weapon over 300m ranges.

Just an observation really.

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More of an observation than anything else.

I have noticed the enemy AI seems to spot and tag you pretty quick whilst using one of these from long range. Also the enemies return fire over 500-600 meters seems to be bloody accurate.

Tried toning down using the settings somewhat but doesn't seem to work very well.

Anyone else feel the AI slightly over uber in certain situations (i.e long range sniping).

My own experience is that hiding does work. In that, I was playing as a sniper against other snipers, and if I hid myself well I could get a few shots off before getting tagged. Before being tagged I noticed the AI snipers scanning around for me.

And.. IMO it makes sense for the AI snipers to be accurate, by the nature of the job it's the most outstanding shots that are given the job.

Don't know about the rate of fire however, that could be a problem.

I can see that with having enemy snipers.

However the AI using standard iron sight AK's hitting a prone target at over 500-600m's seems a wee bit too accurate for me. Especially as the AK was never built as a precise weapon over 300m ranges.

Just an observation really.

Ah right, I see. I thought you meant AI snipers being too accurate.

The only thing I can suggest is turning down either their intelligence (if you're doing your own missions) or switching Super-AI off, as I believe that has the effect of switching all AI quality to 1 (most accurate)

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Quote[/b] ]Tried toning down using the settings somewhat but doesn't seem to work very well.

Setting the skill bar to the left does influence the accuracy of fire and the situational awareness of the guys.

Imo they are not too precise. It´s most of the times an issue of good concealment. What doesn´t work anymore like it was in OFP is that you can´t take out a whole squad from one position anymore as they will actually spot you at some point and lay fire on your position. This is something nice imo.

Lowering the skill setting even has effect on the armour weapons. The BMP2 that is a big infantry eater can be brought to a point by moving the skill slider to the left, where you can actually do a tap-dance 70 m´s in front of it and it will have a hard time hitting you. I experienced that yesterday while playtesting a mission I´m working on. In the end it got me, but it surely took him 10 seconds to do that from the first shot fired.

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Quote[/b] ]Tried toning down using the settings somewhat but doesn't seem to work very well.

Setting the skill bar to the left does influence the accuracy of fire and the situational awareness of the guys.

Imo they are not too precise. It´s most of the times an issue of good concealment. What doesn´t work anymore like it was in OFP is that you can´t take out a whole squad from one position anymore as they will actually spot you at some point and lay fire on your position. This is something nice imo.

Lowering the skill setting even has effect on the armour weapons. The BMP2 that is a big infantry eater can be brought to a point by moving the skill slider to the left, where you can actually do a tap-dance 70 m´s in front of it and it will have a hard time hitting you. I experienced that yesterday while playtesting a mission I´m working on. In the end it got me, but it surely took him 10 seconds to do that from the first shot fired.

Thanks Bal' will give that a go mate.

I noticed on veteran settings you cannot drop their skill below 0.85? Mine is set at that anyway. I prefer Vet mode as it provides slightly more realistic settings by omitting certain aiming markers etc.

What's the Super AI setting as not seen that?

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Quote[/b] ]I noticed on veteran settings you cannot drop their skill below 0.85?

I´m not sure, but you can put this into their init line and copy/paste for all units you need it to be adjusted.

The only setting that overrides manual given skill settings is superAI enabled

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setskill 0.4

At least it worked in OFP.

SetSkill

If superAI is enabled all units have skill of 1.0 regardless of the skill slider

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Anyone else feel the AI slightly over uber in certain situations (i.e long range sniping).

I put together a little hostage rescue mission on the smaller island of Rhamadi(?). Near the little house at the end of the airstrip I placed a few static MG positions and a few roaming guards. A trigger placed near there would cause a squad and a BMP to roll in, set to search and destroy. I stood in the bushes and peaked around one of the trees and took potshots at them. They never spotted me at first and tried to flank me near the beach so they seemed to realise the direction I was firing from and my rough position but not enough to actually return fire. If I moved away from the bushes they started firing so it worked as well as I would expect. Doing the same mission at night I could almost strike them with impunity. The only thing that did spot me, even way off, was the BMP but I believe that would have been down to its nightvision.

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Quote[/b] ]I noticed on veteran settings you cannot drop their skill below 0.85?

I´m not sure, but you can put this into their init line and copy/paste for all units you need it to be adjusted.

The only setting that overrides manual given skill settings is superAI enabled

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setskill 0.4

At least it worked in OFP.

SetSkill

If superAI is enabled all units have skill of 1.0 regardless of the skill slider

That's great. Never knew that so thanks!

Will give it a test on my own mission.

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However, I think the enemy AI's rate of fire is a bit high, they dont seem to take the appropriate time to AIM when shooting at 4-500m distance, instead it's just BANG-BANG-BANG-BANG.... almost like full automatic fire (and still deadly accurate)  confused_o.gif

Especially amusing watching an AI do this, standing up, with an m107. The player can't really, every shot (when standing) kicks like a mule and you almost have to unzoom to get pointed the right direction again.

Not so the AI. Bang bang bang! Each time the gun kicks to 40 degrees up, but in a split second the AI has it back down with the target reaqcuired no difficulty at all biggrin_o.gif

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