amrax 0 Posted April 3, 2007 Here's another problem BIS should do something about: The "AI cheat mode". We as player visualize by cognition most of the time, other times we detect enemies by bullet tracers, weapon sounds from certain directions, smoke, explosions, let's leave the more advanged tech gadgets out since there aren't much in the game. The AI gets its info from "us" uploading our player (position) to the game /server\ upon which the game tells the AI exactly where we are without any (in most cases) actual "battlefield" info, if you know what I mean. There is barely any restriction for the AI where this is concerned. The AI doesn't actually know where we are obviously since its a virtual simulation pretty much and they aren't "that" advanged! They can see through trees at 300m, not only that but kill with the first 10 round WITH AN AK with NO scope on it... they can see through smoke and much more. Can you see "them" clearly with your M4 AND shoot them over, let's say, 150m +- ? Shooting them at 100m means you are doing very well! Let's be honest guys. Sure you got a lucky shot off from farther once or twice, but that isn't the point. Another thing, can you hit them when THEY run? They hit you with great ease when you try to run! How many times have you had AI run in the field, looking at a COMPLETE other direction from where you are, STOP and shoot you for no reason (without you giving them any indication as to where you are)! This is NOT intelligent AI, this is pure cheating. We should get the same info as they do or a motion sensor (like in Far Cry) if this isn't changed, at least we need countermeasures! I know its just single player but it does put a huge dark cloud over it! Share this post Link to post Share on other sites
dmarkwick 261 Posted April 3, 2007 Here's another problem BIS should do something about:The "AI cheat mode". We as player visualize by cognition most of the time, other times we detect enemies by bullet tracers, weapon sounds from certain directions, smoke, explosions, let's leave the more advanged tech gadgets out since there aren't much in the game. The AI gets its info from "us" uploading our player (position) to the game /server\ upon which the game tells the AI exactly where we are without any (in most cases) actual "battlefield" info, if you know what I mean. There is barely any restriction for the AI where this is concerned. The AI doesn't actually know where we are obviously since its a virtual simulation pretty much and they aren't "that" advanged! They can see through trees at 300m, not only that but kill with the first 10 round WITH AN AK with NO scope on it... they can see through smoke and much more. Can you see "them" clearly with your M4 AND shoot them over, let's say, 150m +- ? Shooting them at 100m means you are doing very well! Let's be honest guys. Sure you got a lucky shot off from farther once or twice, but that isn't the point. Another thing, can you hit them when THEY run? They hit you with great ease when you try to run! How many times have you had AI run in the field, looking at a COMPLETE other direction from where you are, STOP and shoot you for no reason (without you giving them any indication as to where you are)! This is NOT intelligent AI, this is pure cheating. We should get the same info as they do or a motion sensor (like in Far Cry) if this isn't changed, at least we need countermeasures! I know its just single player but it does put a huge dark cloud over it! I don't think it does cheat. It might be very, very accurate and fast sometimes, but for the most part it gets it's information by seeing you. There was a bug where the AI would know where you were when you set off a satchel charge even if you were hidden and 200 meters away, but that got fixed. I've set up enough sniper scenarios to be quite sure that if you're hidden well, the AI won't magically know where you are. After a few shots though, they can work it out. Share this post Link to post Share on other sites
amrax 0 Posted April 4, 2007 I too checked it. I was laying in the field and this soldier ran for like 10min, he passed me so I looked at him without him being able to see me (and obviously me not shooting at him), he stopped, and shot me. I was hidden very well. But he was 200m away. AI can't "see" anything. They fire by aimbot (at the chest), how is it that they kill you on their first 10 rounds most of the time when you empty whole magazines at them? Assault weapon yes... They aren't agent Smiths. And when you engage silently into an forestlike area with trees blocking BOTH views, they still manage to shoot you while there is NO way for them to have noticed you or actually have you in "line of sight" as you put it! You know, when you walk around the map and engage them from behind. It is cheating. I'm not saying they should dumb the AI down to zero like most games today but, c'mon... You just don't stand any chance whatsoever. Edit: Here's another thing. They don't even BLINK when you try to irritate them with that damned bird after you die, no response whatsoever at ALL! They just stand around there like zombies untill a player shows up, than they all wake up! The bird is just filtered by the AI out because it can't do any harm. You and I would be irritated and respond when that bird flies around us blocking OUR view, correct? Share this post Link to post Share on other sites
KJAM 0 Posted April 4, 2007 Happens to me too, Snuck up to an enemy position, never broke from concealment then all of a sudden *CRACK CRACK* I'm dead I suppose you're wondering what too me out? Sniper? No, An Emplace MG on top of a building who wasn't even looking at my direction. Share this post Link to post Share on other sites
beta 0 Posted April 4, 2007 Quote[/b] ]I was laying in the field and this soldier ran for like 10min, he passed me so I looked at him without him being able to see me (and obviously me not shooting at him), he stopped, and shot me. I was hidden very well. But he was 200m away. I screwed around with this type of thing quite a bit. I found that turning off auto-report and NOT spotting the enemy reducing this a LOT. Seems a 'unintended feature' (sort of a bug i guess? heh) that when you spot an enemy, they know where you are. My guess is that it's the "yelled" commands and the range of the heard sound is a little bit to far. Since even if you are 1km from the troops the 'word files' are played, the 'medic name word' seems to be missing so it gives an error the first time it's played in a mission, and it gives that error whether you are in hearing range of the sound or not. A lot of the times it seems like the AI made an impossible shot, or was an 'expert' marksman, but there is one large difference between ArmA and OFP with the AI. They CAN see partly through foliage, where as in OFP they could not. So, if you are partly hidden by a bush (your shoulder and arm are sticking out) and where a VERY observant player could see you, the AI will see you and take you out. It's not always perfect, but making simply force-on-force skirmishes in the editor and just WATCHING as a civilian will really shed some light on how and why the AI does what it does, I find if you know what it is doing "in general", theres a lot less frustrating deaths. Same goes with players, it's just easier to "understand the beast" when it is another person. Quote[/b] ]No, An Emplace MG on top of a building who wasn't even looking at my direction. Really? Did you do anything specific? My placed MGs NEVER, EVER do ANYTHING useful, they just swivel a bit and get taken out by the unholy amount of fire the AI puts down on 'em. Jeez, if only they did that at EVERY infantry contact, THEN you would have some interesting battles. Probably would die less, there's NO way you're sticking your head out in suppressive fire like that! Share this post Link to post Share on other sites
KJAM 0 Posted April 4, 2007 About the only thing i did was crawl for 10 minutes under cover slowly towards the Emplacement, a few minutes earlier I'd taken out 3 men with none of them knowing the other two were down Share this post Link to post Share on other sites
fasad 1 Posted April 4, 2007 Quote[/b] ]Can you see "them" clearly with your M4 AND shoot them over, let's say, 150m +- ? Shooting them at 100m means you are doing very well! Let's be honest guys.Sure you got a lucky shot off from farther once or twice, but that isn't the point. I think your estimates of distance is a bit out. I can generally kill 1 AI at 300m before it starts returning fire. Distance is precise as it's set by setPos. The M4 aimpoint is not the best gun for this task as it has such high dispersion, try the ironsight M16 or AK. Share this post Link to post Share on other sites
b1sh0p 0 Posted April 4, 2007 personally I'd rather have AI that is too accurate, than Ai that wasn't accurate enough. Ai that was too smart, than Ai that isn't smart enough. But I don't find them too accurate at all, nor too smart. Perhaps you need to remember the old saying " If you can see them, they can see you". If you're in cover, or concealment, and you're watching the enemy, your cover or concealment isn't as good as you think. If you can see the enemy, the enemy can see you. The only sure fire way to be hidden from an enemy, player or AI, is to not show them any part of you. If you can see them, they can see you, player or AI. Share this post Link to post Share on other sites
amrax 0 Posted April 4, 2007 Quote[/b] ]that when you spot an enemy, they know where you are. My guess is that it's the "yelled" commands and the range of the heard sound is a little bit to far. No, I was alone but I get your point. Quote[/b] ]Since even if you are 1km from the troops the 'word files' are played, the 'medic name word' seems to be missing so it gives an error the first time it's played in a mission, and it gives that error whether you are in hearing range of the sound or not. Sam Fisher gadgets don't exist in the game. They can't hack your communications. Quote[/b] ]Did you do anything specific? My placed MGs NEVER, EVER do ANYTHING useful, they just swivel a bit and get taken out by the unholy amount of fire the AI puts down on 'em. Jeez, if only they did that at EVERY infantry contact, THEN you would have some interesting battles. Probably would die less, there's NO way you're sticking your head out in suppressive fire like that! I think he means the enemy MG, perhaps I'm wrong though. Quote[/b] ]I think your estimates of distance is a bit out. I can generally kill 1 AI at 300m before it starts returning fire. Distance is precise as it's set by setPos. The M4 aimpoint is not the best gun for this task as it has such high dispersion, try the ironsight M16 or AK. Well, than you'd be a pretty darned good shooter than . But can you do the same THROUGH trees at 300m? Quote[/b] ]"If you can see them, they can see you" No, I mean where you can't see them and they can't see you because of all the objects in the way, trees, grass, smoke, etc etc. Quote[/b] ]If you can see the enemy, the enemy can see you. The only sure fire way to be hidden from an enemy, player or AI, is to not show them any part of you. If you can see them, they can see you, player or AI. I get what your saying but you missed the original point. There is an easy way to solve all this, simply filter trees, grass, smoke etc etc IN instead of out. Obviously if a tree is blocking your view you can't see what's on the otherside. I'm sure you all understand what I mean. Share this post Link to post Share on other sites
bravo 6 0 Posted April 4, 2007 i think AI's do cheat! they can see you 1km away and kill you very fast with a ak. its quite anoying that they always hit very easy and fast. BIS should do something about this "cheating AIs" or Super AI's! ITS BORING! Share this post Link to post Share on other sites
2GvSAP_Dart 0 Posted April 4, 2007 [saying hello to everyone] Being new to ARMA and never having played OPF, I must say that the AI is shockingly good at long distance. Supernaturally good. The weird thing is that it's fantastic on close encounter; it looks like real Joes (or Ivans) reacting. For me, the problem is when one is at maximum effective range and they're nailing me on the first round. While I'm in the prone, behind both cover and concealment except for a very tiny portion of my body. At 400 meters, hit percentage should be no greater than fifty percent from the prone on iron sights, particularly with Soviet light arms. And that's giving them the credit of having nothing but expert shots in their army. What I've seen is 80 to 95 percent accuracy at maximum effective range from any position from the AI. Three hundred meters is a very long way with a rifle; most current Soldiers miss it on a nice tidy rifle range where they know not only that there will be a target, but where it will be for a solid eight seconds. I have no idea if it would be possible to code the AI to use suppressing fire at long range - in order to fix the enemy - rather than the one-shot-one-kill there seems to be now. Maybe a modifier on their aimpoint slightly past certain ranges? I'd rather not disagree with the statement that "if you can see them, they can see you," but it's false. If it were true, no ambush would ever work, no sniper ever escape detection, and a leader's recon would be a pointless endeavor. Share this post Link to post Share on other sites
vilas 477 Posted April 4, 2007 well than please let me tell you something i was in OFP community for few years now i am looking at ARMA configs, we all remember that BIS fixed in 1.05 situations when AI knows who and where from tourched satchel charges this is caused because in engine there is a "price" value for each unit if you hit one unit, you get "points" so AI knows that this unit get scores and it tries to destroy you thats why in OFP AI took as primary target machinegunners normally in real life from 200-300 meters you cannot see is man holding AK, M16 or PK, but your units were shooting to "machinegunner", isn't it ? there is eye sensitivity and ear sensitivity whis is too big in ARMA example: i am sniper with SVD , deep forest on north, i am hiden after tree, near bush i am on back of two US soldiers , they cannot see me i shoot one, before SVD is ready to second shot (recoil, aiming) second man hit ground and shoot directly at me and kills me before i can aim him for me this is nonsense ! second example: when you crawl you make a lot of noise for AI in OFP you could crawl very near to the AI without beeing seen in ARMA i am walking behind the back of SLA soldier, i am 50 meters from him, i lay dawn and try to crowl, bang - dead it is someting wrong with engine which was not fixed since OFP (6 years) ARMA has "better" graphics, but some errors since OFP are still there :/ AI knows too much because probably there is something wrong with its sensitivity if you lay down in grass, you shoot one shot, how the hell he knows where exactly you are ? for this 5-6 years since OFP BIS should do more :/ AI should have some "disorietation time", do you remember how you used RPG against tanks in OFP crew gets out and they were killing you before you changed RPG to rilfe AI should get some paramteres and behaviours simulating lack of orient in this game BIS made "beauty" environment (Sahrani) but not AI behavoiur :/ Share this post Link to post Share on other sites
rom_un 0 Posted April 4, 2007 Quote[/b] ] they cannot see me, i shoot one, before SVD is ready to second shot (recoil, aiming) second man hit ground and shoot directly at me and kills me before i can aim himfor me this is nonsense ! Sound -> direction, SVD smoke -> position. People was complain that Ofp's AI didn't react when you shoot them. I prefer the way Arma do. Don't you think that crawl in OFP was realistic ? Quote[/b] ]Three hundred meters is a very long way with a rifle; most current Soldiers miss it on a nice tidy rifle rangeWe don't talk about the same army. In mine, It's more than 5/10 accuracy at 300m after 5 day of training."Soviet light arms" uses 7,62 and is effective up to 500m. AI shoot many times, this increase the probability of hit. OTAN forces in Afganistan are engaged at more than 500m. The eye can not see a bird in a forest if he don't move. But with movement, it's really different. 1000 m for a man in a field and 300m in forest, 200m for a head movement didn't surprise me. According to Wiki, "a human can resolve distances of about 0.93 millimeters at a distance of one meter". For a 1.8m tall man, this make more than 1900m. (576 megapixels ) Quote[/b] ] i am walking behind the back of SLA soldier, i am 50 meters from him On a road or concrete ok, but in forest and dry conditions, you can hear a fox (the king of discretion for me) walking over 100m with dead foliage. I've made a lot of approach training (enough to have bleeding bend), and believe me, that not so easy that in Ofp.If "i am hiden after tree" + "they cannot see me", i can not understand how you can "shoot one," In game you can see AI at more than 1000m, more than 500m when they crawl. But AI shouldn't see you ? Who's cheating ? And why does a calm and long approach work in Arma ? In the game Lock On, the super AI feel you even if he can not see you, i don't feel this in Arma. Share this post Link to post Share on other sites
Second 0 Posted April 4, 2007 I think pretty much same as Rom_un. AI is quite great, when it comes to eyes and ears. OFP's AI was both blind and deaf when comparing to human (FFUR increased both and AI was fighting/spotting hard). If man is aware that he's under threat, he's very-very sharp when it comes to hearing and "sensing" danger. If conditions are optimal that is... When raining, breezing, man is relaxed, in foreign terrain etc. It is another matter. I'm very much into thing that human has sixth sense or intuition to spot some minor but important things in lighting fast speed, things that we nomally wouldn't spot but after long time of observation. I've seen it too much to not believe. Share this post Link to post Share on other sites
vilas 477 Posted April 4, 2007 rom_un i was in polish military organisation for 5 years i was sleeping in forest few times, i was trained bny polish reconesanse units in 1995 in Wesola , i was doing survival courses with polish "strzelec", my friend is in GROM and he was in Iraq, second friend is in BOR i have never been to real war (i hope never) , but as far as i remember when man from 30 meters shoots you from lets say "paintball" and he is behind tree, sometimes it was hard to see where he is if he had good camo if man shoots you coleague from 250 meters i guaratee - you won't see him in this game for me it is nonsense i shoot man, before gun aimed at second man - i am dead, because AI knows where exactly i am, after turning 180 degrees many of my firends uninstaled arma (they were also loving OFP like me), i haven't done uninstal because i like making addons this game was advertised in my country as most realistic battlefield simulator but probably i won't be good until patch 1.25 or higher this AI "god-knowledge" must be changed don't you remeber error from ARMA lower 1.05 ? you fire satchel charges under convoi and they shoot directly at you ? if in real life this what you said was true, real soldier don't need to have more than one bullet, because he won't survive second shot i understand if i was in face of them, but i was on their back, if man turns 180 degrees, and falls down and shoots directly another man in bush - for me it is miracle or maybe problem is not in AI but in wrong models of bushes (AI see through the LOD faces that player can't see) maybe there is something wrong with models geometry as in first OFP versions - AI was moving through the wall , AI was firing through the walls maybe "view_geometry" LOD in some models is broken ? Share this post Link to post Share on other sites
whisper 0 Posted April 4, 2007 example:i am sniper with SVD , deep forest on north, i am hiden after tree, near bush i am on back of two US soldiers , they cannot see me i shoot one, before SVD is ready to second shot (recoil, aiming) second man hit ground and shoot directly at me and kills me before i can aim him for me this is nonsense ! Yes, when 1 group member is shot, he has an immediate knowledge of the unit shooting him and all his group instantly share this knowledge. If any member of the group keep a line of sight on the shooter, the group knowledge of the shooter will not naturally go down to zero, and all will know at least shooter's position. that gives a rather "god mode" result, as many units on the map know where you are. Worst, it seems in ArmA the knowsAbout factore doesn't decrease slowly to zero, but stay at 1 until some times has passed and then suddenly goes down to zero. It's more like "I know you..... Oh, I don't know anything of you nymore!" Probably, the knowledge given by "being shot at" is a bit too high. Quote[/b] ]second example:when you crawl you make a lot of noise for AI in OFP you could crawl very near to the AI without beeing seen in ARMA i am walking behind the back of SLA soldier, i am 50 meters from him, i lay dawn and try to crowl, bang - dead By default in ArmA, contrary to OFP, you crawl in fast mode. You should perhaps try to crawl in slow mode (crawl + walk button pressed) Share this post Link to post Share on other sites
Infam0us 10 Posted April 4, 2007 A good example of this topic is when you hide behind a wall and use third person. Watch the enemy soldier in third, moving up and down the wall following your movements, through the wall. Despite the wall being 10ft and you not being able to see him. So not entirely realistic is it Share this post Link to post Share on other sites
vilas 477 Posted April 4, 2007 they were not in ghroup, two soldiers, non in group ! Infam0us - this must be LOD of models error or ear error Share this post Link to post Share on other sites
sickboy 13 Posted April 4, 2007 What skill level and Accuracy have you setup in ur difficulty settings? What skill and rank were the AI soldiers? Have you tested the different accuracy, skill and ranks (per unit, and ingame difficulty settings?) If so, what are your findings? Are you more happy with Accuracy is 0.3 or 0.5 or higher? Difficulty settings are only aplied after mission restart, and are not changed live! I have also changed some AIDispersionCoef settings in my Mod to make firefights more interesting... it works quite well. Still enemies indeed seem to know too much about an attacker. "Bis did much on graphics while it should have ... Â .. " Sure they did, as that was the biggest behind other games.... Im very happy what they did with graphics, as it dictates how you experience the game... Looking at the HDR, Night time etc. etc. they did a hell of a job! They did a lot to other stuff too, but sure, the graphics are the most apparent. Â Give them some more update-releases... Let them tweak based on our BTS input, and beta-patch input. Most issues will probably be bugs as there is done a lot of improvement. If something hasn't changed since OFP, it does not have to be "still the same bug", but simply "still the feature sameway implemented"... "Not improved", but thats IMHO. Share this post Link to post Share on other sites
rom_un 0 Posted April 4, 2007 @vilas, tank you but didn't ask for a CV. rom_unif man shoots you coleague from 250 meters i guaratee - you won't see him with the muzzle flash ,the smoke and the dust in prone position, i'm not so sure as you.And "a man from 30 meters shoots [...] and he is behind tree" He shoot through the tree ? Quote[/b] ]if i was in face of them, but i was on their back i understand you but i think that "eye sensitivity" is not too big in ARMA like you said. Share this post Link to post Share on other sites
dmarkwick 261 Posted April 4, 2007 A good example of this topic is when you hide behind a wall and use third person. Watch the enemy soldier in third, moving up and down the wall following your movements, through the wall. Despite the wall being 10ft and you not being able to see him. So not entirely realistic is it The AI can hear you as well. Share this post Link to post Share on other sites
NeMeSiS 11 Posted April 4, 2007 The AI doesnt really cheat, all things you said are easily explained (Hell, the core of the AI seems (almost?) exactly the same as in OFP, some things were added or put in editable .FSMs, and in the .FSMs are new things like the bouding overwatch system/looking for cover when reloading/etc, so if you didnt notice this in OFP but you do in ArmA then its rather strange..). AI suddenly turning around: Either another groupmember spotted you and reported you to his squad->They all know where you are OR he knew about you before but was doing something else (possibly related due a lack of CPU cycles for the AI). Also keep in mind mind that any movement will make alot of noise (compared to bullets, not as much as bullets but still way to much) so just walking somewhere may reveal your position to the AI even though they cant directly see you. (Values should be changed in the config) Seeing trough trees: See above or missing LOD in tree. Quote[/b] ]The AI gets its info from "us" uploading our player (position) to the game /server\ upon which the game tells the AI exactly Not sure what you mean, AI shares info in their group, not to other groups unless the GUARD/SENTRY waypoint is used (Or trough user made scripts) There also seems a bug in the knowsabout value, while it got gradually lower in OFP until it hit a critical value the AI would forget about you, in ArmA it keeps at the same level and after a while they suddenly completely forgot about you. (According to the wiki, i didnt recheck this) The only thing (IMO) that BI really should have changed are the values in your name.armaprofile file to something like: skillFriendly=1.000000; skillEnemy=1.000000; precisionFriendly=0.500000; precisionEnemy=0.500000; This makes the game MUCH more enjoyable IMO. Share this post Link to post Share on other sites
dmarkwick 261 Posted April 4, 2007 The AI doesnt really cheat, all things you said are easily explained (Hell, the core of the AI seems (almost?) exactly the same as in OFP, some things were added or put in editable .FSMs, and in the .FSMs are new things like the bouding overwatch system/looking for cover when reloading/etc).Though BI should really have changed the values in your name.armaprofile file to something like: skillFriendly=1.000000; skillEnemy=1.000000; precisionFriendly=0.500000; precisionEnemy=0.500000; This makes the game MUCH more enjoyable IMO. Oh yeah I got no beef with how intelligent AI gets, just how accurate and fast Share this post Link to post Share on other sites
amrax 0 Posted April 4, 2007 Quote[/b] ]What I've seen is 80 to 95 percent accuracy at maximum effective range from any position from the AI. Three hundred meters is a very long way with a rifle; most current Soldiers miss it on a nice tidy rifle range where they know not only that there will be a target, but where it will be for a solid eight seconds. Yep, that is correct. Quote[/b] ]I'd rather not disagree with the statement that "if you can see them, they can see you," but it's false. If it were true, no ambush would ever work, no sniper ever escape detection, and a leader's recon would be a pointless endeavor. Yea but he missed my point regardless. i am sniper with SVD , deep forest on north, i am hiden after tree, near bushi am on back of two US soldiers , they cannot see me i shoot one, before SVD is ready to second shot (recoil, aiming) second man hit ground and shoot directly at me and kills me before i can aim him for me this is nonsense ! Yea dude, that is exactly what I mean. Quote[/b] ]According to Wiki, "a human can resolve distances of about 0.93 millimeters at a distance of one meter". For a 1.8m tall man, this make more than 1900m. (576 megapixels ) Computer AI's don't have human perception or any perception actually. Quote[/b] ]If man is aware that he's under threat, he's very-very sharp when it comes to hearing and "sensing" danger. If conditions are optimal that is... When raining, breezing, man is relaxed, in foreign terrain etc. It is another matter. No perceptions for AI, they get their info from the game uploading our positions in the field and relaying it to them! ....country as most realistic battlefield simulator Yea there is another point, this is far from a realistic simulator which is disappointing... Quote[/b] ]Not sure what you mean, AI shares info in their group, not to other groups unless the GUARD/SENTRY waypoint is used (Or trough user made scripts) What I mean is that the AI knows exactly where you are without ANY indication, because you upload your player info to the server, including information like your positions, direction of view, health, weapons, etc etc... now, the games tells the AI where you are in the field, THAT is cheating. This is how AI works, the game knows where you are and relays it to the AI. Its like you have a radar which shows you EVERYTHING, including enemy tanks, planes, soldiers, soldiers behind walls, etc etc while you are 500m away from that actual position, you catch my drift?! They use aimbot aimed at the chest (the AI), they always hit and kill with the first 10 bullets at ranges well beyond being able to due to many factores. Anyway, here is an easy way to solve this problem. Invent a "perception" for them, just like "Commanders" has this thing where you can see what the german AI "sees", when they are alerted that increases but put that aside. Simple make sure wherever their eyes are aimed at, that is what they "see". Out of the all the evidence shown, they got 360c view. I'm sure you get my point without me writing pages about it. Share this post Link to post Share on other sites
NeMeSiS 11 Posted April 4, 2007 1.Its like you have a radar which shows you EVERYTHING, including enemy tanks, planes, soldiers, soldiers behind walls, etc etc while you are 500m away from that actual position, you catch my drift?!2.They use aimbot aimed at the chest (the AI), they always hit and kill with the first 10 bullets at ranges well beyond being able to due to many factores. 3.Out of the all the evidence shown, they got 360c view. 1.Nope, AI only shares information in their own group unless the GUARD/SENTRY waypoint is used. 2.They AIM at the chest, which makes perfect sence? And how much bullets do you need? More then 10? The AI shoots more or less as good as players do, which makes perfect sense IMO. 3. No they dont, they can hear movement extremely well and they can 'show' the exact position of KNOWN enemies to other groupmembers (groupmembers ONLY, unless 'see my post above' ) when they have spotted an enemy, Â but their FOV is the same as the players. They can look trough bushes on some occasions but thats a problem with the bushes, not with the AI. Share this post Link to post Share on other sites