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Bouben

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Everything posted by Bouben

  1. Exactly. Fix for this is a must. ---------- Post added at 05:21 PM ---------- Previous post was at 05:19 PM ---------- Yes, yes, yes and yes again. ---------- Post added at 05:22 PM ---------- Previous post was at 05:21 PM ---------- Very true again.
  2. Well, I am here to play this game, not to make AI do what they are supposed to do.
  3. +1:thumbs-up: exactly. I hope BIS will fix that in some future patch. And AI shouldn't stay at all when in combat - only if they need to see behind some obstacle, but crouch and prone should be prevalent.
  4. Well, if you don't mind allseeing and allhearing enemy, than config your values to former one and enjoy inability to use stealth.
  5. AliMag: thank you, that's exactly what I meant. ---------- Post added at 10:35 PM ---------- Previous post was at 10:28 PM ---------- +1:thumbs-up:
  6. I am not sure about that. Otherwise I agree with everything you've written. AI is still really problematic, but good progress is visible.
  7. That's the point. Whatever it is, everyone understand I think.
  8. Yes, AI decision making is really slow. And that reminds me one thing, that when you set AI to crouch position and order them run somewhere, they almost in every direction change in their movement stop. That is really anoying especially in escape situations, when you forget to set them "copy my stance". And they are really slow in combat movement anyway. Order them run under fire in open enviroment and they stop every few meters, so they have absolutely no chance to survive against (not only) static enemy. And it cannot be evaded by setting them in AWARE mode, because after that they are still doing slow moves like in COMBAT mode if they know about some enemy. So I think, that AI is quite "useless" or maybe is better to say jammed, if they don't follow you (then they are sometimes useless too). Situation is not so critical in dense enviroment with lot of buildings and fences tho but thats not enough.
  9. No, scripts can be used in a way which not limit variability and replayability of a gameplay. You don't have to script everything. You could script just critical things like taking cover behind obstacles, when something particular is happening and actual AI is too slow and dumb to manage it on itself. We are not talking about scripts of Call of Duty. Scripts can be used and at the same time randomness conserved. So don't overstrain please. ---------- Post added at 11:48 AM ---------- Previous post was at 11:40 AM ---------- That is not true at all. AI was overpowered, because of their inhuman feeling and skills. For example: AI was able to pinpoint your sniper position, when you was well hidden and far enough to confuse anyone you start shooting at in real life. So actually AI hasn't been toned down in stuffs they are dumb now. They can shoot very well, they are fast enough in aiming and pinpointing, but they still CAN'T move very well and they are almost useless on open field with few haulms. So AI has been actually improved, but it has still lot of critical errors.
  10. I think that biggest problem is actually AI in open enviroment with no dense cover. They are totally dumb in that kind of situation. They have no problem to stand up on a hill and got shot. And I really hate, how slow they are, when they are under fire. Just because they stop every few seconds, they get killed. CQB is sometimes really amazing, but AI in open enviroment is nearly a disaster. Be a sniper and try to shot on elite specnaz squad on airfield. After you start fire on them, they go prone (allright) but if you stop, they often stand up and do nothing. Just waiting for you to start fire again. I think, they should run away, even 2 km if needed, but they are just static, and if moving, then really slow, so you have no problem to get rid off them all. So I think that AI should stop only, if they want to shoot, or if they are in a real cover. And they should be much faster in their movement in open enviroment. Just my experience. And, what I want to say a long time already is that I DONT CARE IF AI IS SCRIPTED OR NOT. I would rather have scripted, FPS like, BUT reliable AI, than not functional "human random" AI, which totally destroys your gameplay. So in case of sniper example: when source of fire isnt found by AI, they should not TRACK in a open enviroment but they should run like hell for cover. And not behind light pole, or tiny tree or something like that. Script should give them command based on that, that you are playing with sniper rifle or something, so they would run behind building or totally retreat. That would be much better.
  11. Joint Operations way seems to me as the best. BIS should take a look on it.
  12. Bouben

    WarFX Particles

    Yes, we need to reduce the size of dust kicked by bullets.
  13. Guys, if you think, that crosshair off is realistic, then you're wrong. In reality, you have a quite good idea where you are aiming, because you can feel it in your arms and muscles. Yes, crosshair off is good way how to disable laser fights, but your "arguments" about realism are still quite laughable. Moreover, one who has floating zone off is able to shoot perfectly without crosshair anyway. One just can watch center of monitor. cya
  14. Well, imagine, that you see only top of a UAZ with machingun, i think, it could be great, because it would be more difficult to recognize what armor or car is there or even what is it at all. Vehicles are camouflaged whole their history since they are used in combat. I dont see any problem with that. And I don't think, that the grasslayer has any significant negative performance impact. Seems to me as a normal texture, which can "drown" objects.
  15. about finally functional grasslayer. I would like to see, that the grasslayer is applied on crouched and standing units too. Also, it would be great, if we can hide armor or car or static defense into the grasslayer. And last thing, it would be great, if the grasslayer is applied according to actual grass density. So you could make yourself sure, that if you don't see anything through your cover, than noone can see you at all too. Just my opinion.
  16. Bouben

    Why cant it sound like this?

    Important is to fix actual sounds in A2, to be much more quiet when being heard from longer distances. Actual gunfire is way too loud from 400 meters, don't even mention that from 200 or 100 meters. That's what is the worst for me if we are talking about sounds in A2.
  17. What is a difference between these two commands, STOP and WAIT? Is there something I am missing, or are that commands with totally identical function? I am wondering about it, cause they've been used since OFP. Thanks.
  18. Yes, in commanding mode.
  19. You're right, I am sorry for that. Please admins, can you delete the poll? Thank you!
  20. Bouben

    Fluid Stance(Better cover system)

    I think, that it would fully sufficient to have cover system like in GTA4 or Man Of War (Faces of War, Soldiers: Heroes Of WW2), especially for AI. I know, that BIS want to have AI without scripts, but here they should do some little compromise. AI should be in cover WAY MORE and I have no problem, if it should be scripted. And that R6 feature is really great. Imagine AI using it.
  21. Yes, we need M203 crosshair definetely, cause I can't hit a s**t with this otherwise great addon.
  22. Is it only my feeling, or I am really able to do stealth missions with beta patch, when enemy do not magicaly reveals me after I attack with silenced weapons from darkness? Also, I am able to be stealthy in day too, they seems to be more confused, when you ambush them. It so cool. Surrendering looks better too somehow...god damn, am I dreaming or what? ---------- Post added at 06:59 PM ---------- Previous post was at 06:58 PM ---------- Scrub: I agree. AI awereness is better for me. I am so happy.
  23. Bouben

    RTS - Farm Wars

    Hi, it looks really fantastic, like some another game on it's own engine. But I have a question, this is multiplayer ONLY, right? It is not possible to play it against AI, right? Thanks for answer and GJ.
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