PC AI: Constructive Feedback Thread


(Farlong) #41

[QUOTE=light_sh4v0r;319933]
I can take on a fair few bots at once usually, although every now and then I get mown down without having a clue who did so much damage to me so quickly.[/QUOTE]

Yeah, this is really weird to me. At times, they wear paper armor and are no real threat. I’ve taken over a dozen bots without dying and other times I’m instantly killed before I can even see who did the shot.
Oddly, this seems to be very true once the bots offensive objective is running low on time. (the other team, of course) I can have held an area for the entire game, but once the timer gets low, they all gain superpowers and steamroll through my entire team in no-time in some games.

I agree on the AI skill-level seeming random at times. And from what I’ve read, it also scales with player level. Why have difficulty settings if you’re going to scale the AI to player performance?

EDIT: Bots should also have better grenade awareness. As it is now, many of them are happily standing around enemy grenades, making no effort to get away from them.


(4est) #42

The wheel for changing classes should not show when engineer is upgrading the command post.

When upgrading a command post the wheel for changing classes is showing. If an enemy appears and I “jump” away (move the mouse) from the post, suddenly I’m another class and the buildables just disappeared too. FUN!


(biscuithammer) #43

I’ve yet to see the Resistance get through on the first objective of the Reactor map. The normal problem with hacking objective apply here (too easily undone, progress too slow) but it’s compounded by how easily defensible the Security positions are. Maybe if the room was divided up so that each pillar had to be defended separately the objective might be more balanced.


(vbl) #44

Make them ignore secondary objectives and only pursue primary ones.


(Herandar) #45

That’s an over-correction.


(The_Happy_Friar) #46

I’d say make them ignore secondary if the primary is being defended/attacked heavily. IE if nobody is at the door to blow it up, secondary away. If everybody else is there, who cares about the control point, we need that door!


(murka) #47

The most frustrating thing about bots is their aim. You run to a bot, shoot him in the back, he’s down to 10%, they do 180 and fire 3hs, killing you. They always fire a burst, wait some 1-2 sec, fire another(seemingly to let the spread settle to minimum so they can do headshots).

Is it really difficult to implement “humanized” aim(most good aimbots have it)? Add restrictions to aiming speed and make it go to a target like a gravity well so it overshoots it every time you move and such. Also make it take new direction samples from a few frames back(~200ms, 6frames?) to account for human reaction speed.


(Mustang) #48

I find it amusing that if I go afk for a couple of minutes at the start of the round
Upon my return I find several bots just baby sitting me in our spawn
Whilst our opponents are breezing through the objectives versus minimal resistance


(Sipdis) #49

Hello all. I am a stubborn old fool, that has played approximately 50 hours of offline BRINK.
I completed both Resistance and Security Campaign missions with difficulty set to HARD.
Have not read every single post in this thread, but I agree with someone who wrote the enemy AI seems to detect the player a tad too quickly in many circumstances (even when running silent). Also, during many of the countless Early Launch missions I played, I have noticed one and sometimes two teambots to be just standing still throughout the whole mission (maybe it’s the ultimate realism in AFK-simulation?).

Anyhow, thing is… when playing solo, outcome of some missions (like the aforementioned ‘Early Launch’) greatly depends on completely random behaviour/intelligence of AI, both in own and enemy teams. I guess this means it’s rather good then, as no one likes AI to be predicable, right?
Let me exemplify; the other day I frustratingly played ‘Early Launch’ for hours, trying to hack the missile controls (obviously getting shot down eventually every time), and in all these hours there was NO teambot engineer that hacked even 1%. So basically, I had to complete the main objective without help requiring me to sit exposed at the missile controls for ages (the hack is painstakingly slow, lol!!), and therefore every time I failed. I figured that I’d bought the wrong Abilities, as I did not get the shoot while incapacitated one at level 20, making me have to run back to the hackbox (that was getting disarmed meanwhile;). So. Giving up after about 3 hours of trying (told you I was stubborn), decided to sell all my Abilities (consequently dropping a level and losing the ability to buy Downed Fire), so I could buy it anyway once I’d reach 20 again. Then today (back at lvl 19 and with less Abilities than before), I hacked the missile controls at only the second try, after not even 10 minutes of playing. The enemy bots seemed less fast in disarming it, and my fellow (bot-)engineers actually helped out this time.

After these annoyances in ‘Early Launch’, completing the ‘Fallout’ mission at difficulty Hard was easy as pie. Conclusion; after this many hours, I haven’t been able to make up my mind about the AI. The qualification for me would be as random as their behavior; sometimes extremely fast, smart, and tough… sometimes frozen solid and as thick as a brick. One could say it’s a challenge, but when playing difficulty Hard their unpredictability can easily turn into major frustration.


(McAfee) #50

19 is rank 4, while 20 is rank 5, and thus the skill difference.

If you want a surprise, try your level 20 character on EASY. and then try a new character on HARD.


(FireWorks) #51

The bot is standing on two mines and does not know what to do.

He could also relativly safely do the objective but he seems petrified by the mines :slight_smile:


(Jimmy James) #52

The Community Relations Manager can’t sticky a post on the forums? Something is wrong with that.

Anyway, I agree that the bots don’t seem as obsessed with taking over Command Posts as they used to be. Though I admit that taking over a Command Post to distract the bots from the main objective was a fun strat that my wife and I often employed.

One thing I notice when playing my level 20 characters: None of the bots seem to have Combat Intuition as I can just walk up behind them and take my sweet time shooting them in the back while they appear to look left and right and up and down and never bother to actually turn around.

Also, since the patch, the bots don’t seem as determined to finish me off so I get a lot more Downed Fire kills against them now.

Lastly, (and this has been an issue since before the patch) there is what my wife and I call the “angry bees” behavior where, when the time for the main objective gets down to a certain point, say 3 minutes, the enemy bots freak out and become insanely hard.

My 2 cents,
JJ

EDIT:

[QUOTE=FireWorks;361845]
The bot is standing on two mines and does not know what to do.

He could also relativly safely do the objective but he seems petrified by the mines :)[/QUOTE]
Aw, I feel sorry for the poor stupid bot. It’s like seeing a skunk with its head stuck in a peanut butter jar.


(NthLegion) #53

This irritates the **** out of me. I need the bots to get it together way before the last two minutes. I just want them to play consistently at an appropriate level. Like somewhere between aimbot and retard, rather than at those two extremes.


(FireWorks) #54

I semi-necroed this thread. It was sticky back in the days :slight_smile:


(.FROST.) #55

Does this sound familiar? Enemy bot gets knocked down pretty hard by a grenade or molotov, not even from you, but from your fellow Bots. You instantly right click to aim, cause you don’t want this opportunity to slip by and make sure you hit him so he won’t get up again. Then, the very second your red dot sight comes up and you pull the trigger you got this bot-guy jumping up like this girl from the exorcist. And in exactly that same moment he also manages to put a bullet between your eyes. Even though you stood behind him. Crazy skills I’d say.


(FireWorks) #56

Just pull the trigger. If you must sight, you are too far away for “quickly finishing them off” anyway.


(RGS) #57

Some quick thoughts after around 65 hrs of offline PC play all on ‘hard’ difficulty.

Generally I find the bots quite good at completing the objectives and helping me out with their various buffs, revives etc. + I’m really enjoying the game with them. I’m currently playing mainly as an engineer, sometimes soldier + will pave the way for the objective class to do his thing and then hold the area. I will also go for the objective myself but only if it’s for my chosen class rather than swapping to do so.

I find this method works well with the bots as my aim is far better than theirs, therefore I’m able to kill many bad guys that are coming to stop us as opposed to being tied up ‘objective-ing.’ It’s prob not just my aim of course, better use of cover and choice of weapon based on range and so on. The bots all being on the same difficulty are prob averaging around a 1:1 KTD where as I’m prob at 10:1 or something silly. As have said before, I’d like to be able to see our kills and deaths on the scoreboard, it is important (it’d also be nice to see KTD based on weapon and time with weapon on the stats site).

Anyway, I do find this method of play pretty satisfying :).

I think it’s likely that there needs to be another level of difficulty above hard. The bots are currently a bit too slow to react sometimes + not sure if their aim isn’t always that good or they’re just using the wrong weapon at range. Your AI team mates would probably have to do a better job at co-ordinating strikes though if that was the case (as the player wouldn’t be able to even the odds as easily when attacking). I don’t mean different skill levels for friendly and enemy AI btw, just that groups actions for both sides would become more important for success, especially for taking objectives.

Also would be good to have mixed difficulty teams, say 4 bots at ‘hard’ + 4 on ‘nightmare.’ As you don’t necessarily always want all of them to be masters + hard is still a fairly decent level.

The challenge - ‘Be More Objective 2’ seems to be too difficult with a level 20 character on hard. Maybe I just need to practice more, sure I’ll crack it eventually…

Not sure if what I say here is actually correct or not as IMO a game like this needs a lot of hours before you really know exactly what’s going on ‘behind the scenes’ + you’ve learnt the more subtle intricacies of the game, however these are my thoughts at present.


(.FROST.) #58

I’ve accumulated 200 hours(~97% MP) of playtime so far. And I’m not able to complete this particular challenge(with lvl.20). Furthest achievemant is planting the hack-box and a 3% hack. Even though a couple of times I had still 8!!! mins left after I’ve repaired the generator. The by far insanest difficulty I’ve experienced in a computer game.