sirex 0 Posted February 13, 2008 i think people confuse aspects of the AI which make them kill you through bushes or with a singe shot, with aspects that make the AI sit in the middle of a field while taking fire, just waiting to get picked off. The AI programming isnt good (in that, its easier than humans to fight against), but they have high ability at shooting. Ability at shooting dosn't mean the AI is good AI, though. Taking a .50 cal humvee and sitting 5 meters from a squad picking them off one by one gleefully while they lay there shouldnt happen, but it does (assuming you hit the rpg soldier first, obviously). -- This actually happened to me yesterday, and it reminded me of this thread. Either way, there's alot of "wtf" moments when fighting AI, both for and against, in terms of their ability. It's just not very well implemented, really. Hopefully ArmAII will be better. Share this post Link to post Share on other sites
code-red 0 Posted February 13, 2008 Either way, there's alot of "wtf" moments when fighting AI, both for and against, in terms of their ability. It's just not very well implemented, really. Hopefully ArmAII will be better. I have to agree on that totaly. Share this post Link to post Share on other sites
Trapper 0 Posted February 13, 2008 Ok Sickboy, thanks.So does this mean that its total irrelevant what AI skill i put in editor? No matter what level i give them in editor they will end up using the server setting, i got it right? I _believe_ the skill of an AI unit is calculated: Skill set in editor * Skill set in difficulty (server in case of MP) = Unit Skill. It was almost but not exactly like this when i last tested it with radio triggers showing the real skill while the test mission was played. The modifying formula has to be a bit more complicated. Share this post Link to post Share on other sites