Wobble 1 Posted March 21, 2007 the AI AT specialists definatly arrived on the short bus to training.. I was playing a mission where a mechanized squad was approaching my group of 4, without warning my AT guy starts letting rockets rip.. at the soldiers.. I ordered him to hold fire but he wouldent, and insted wasted all his shots on infantry and never attempted to enguage the BMP, which by this point was laying waste to everyone.. this has happened several times. but thats not all of it.. what is more irritating is that, I have yet to see him actually kill a soldier with a rocket.. he always misses.. and not by a small amount.. to be fair thei enemy AI has never killed me with a RPG when on foot either, so the door swings both ways on that one I guess. BUT when MY AT specialist does attack armor.. which I have to specify him to do so.. he goes into overkill and keeps engauging an already destroyed vehicle.. and exampling being a BMP.. he will hit it with the first shot.. at which point is is totally destroyed.. but he will continue to reload and fire a second shot at the already flaming obliterated cooked out hulk.. and while doing so probably get shot... he does this second shot crap regardless of commands.. often I tell him to take the shot and AS SOON as he fires I order him to hold fire and move... what does he do.. nothing.. he just stays there and reloads, fires the second useless shot.. by which point of course the remaning enemy has dialed in on him, he usually gets killed. Share this post Link to post Share on other sites
-Puma- 2 Posted March 21, 2007 thats why I allways pack some at's with me. Yeah the at soldier is crazy Share this post Link to post Share on other sites
troop 0 Posted March 21, 2007 Thankfully, this has already been fixed in 1.06 http://bugs.armed-assault.net/view.php?id=1625 Share this post Link to post Share on other sites
max power 21 Posted March 21, 2007 I think that if their attack mode is on 'danger', they like to go nuts with the rockets. Hopefully this is your problem. If you keep it in 'alert' they should do that less. You can also order them to attack the bmps instead of the troops. Share this post Link to post Share on other sites
sander 14 Posted March 21, 2007 Hi, While the firing of a second AT missile at an already destoryed vehicle seems a bug, I thought being targeted as an infantrymen by rockets might be classed a feature. Even if they tend to miss it adds to the immersion when you are blasted by enemy infantry with everything they've got in their arsenal. Separate config definitions for AT and AP rounds would be better though, as it might be very difficult to complete certain missions when the AI expends all AT rounds on infantry so there are none left to destroy the armour. Regards, Sander Share this post Link to post Share on other sites
dentist guba 0 Posted March 21, 2007 in ofp on the resistance mission where you had to destroy the helicopters at the airport my AI AA soldiers wasted all the stingers on tanks. does this still happen? Share this post Link to post Share on other sites
plasman 0 Posted March 21, 2007 The reverse is also true for non AT soldiers : some of my soldiers have emptied entire ammo clips of 5.56 mm rounds firing at...BMPs. They kept firing and didn't take much attention to the "cease fire" order : they just stopped firing for a few seconds then started again, well at least those who had survived to the BMP's returning fire. Looks like AI soldiers have some problems with target priority. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted March 21, 2007 in ofp on the resistance mission where you had to destroy the helicopters at the airport my AI AA soldiers wasted all the stingers on tanks. does this still happen? AA missiles will always be able to lock on to ground vehicles (configuring it otherwise is impossible), and that's reason enough for AI to fire at them. They don't care (and possibly don't know) wether a target can fly or not, if the weapon locks they'll fire it. Share this post Link to post Share on other sites
Col.Flanders 0 Posted March 21, 2007 In 1.05 what I normally do if possible is make the AT guy my pack mule. He carries the ammo - I carry the launcher. And because he's such a dunce I punish him by making him carry as many AT rounds as possible. When I get to where i'm going I tell him to dump all the rounds somewhere convenient for me. He gets clips for his sidearm but his assault rifle is, well...extra weight. I agree though, an issue that needs fixing. If 1.06 has that right then that's awesome. Also, the not holding fire part needs addressing. Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted March 22, 2007 I always viewed that as supressing fire. Of course supressing fire isn't all that effective in arma, but still. @Col.Flanders Nice Nick Notice our join dates? Almost to the year. We gotta see if we can't get another Colonel Sanders spin-off in here next year. Share this post Link to post Share on other sites
Col.Flanders 0 Posted March 22, 2007 I always viewed that as supressing fire. Â Of course supressing fire isn't all that effective in arma, but still.@Col.Flanders Nice Nick Notice our join dates? Â Almost to the year. Â We gotta see if we can't get another Colonel Sanders spin-off in here next year. Â Hehe...yea, and the flying gear on my avatar comes from my IL2 days. Not too shabby nick there yourself. Share this post Link to post Share on other sites