Інсталювати Steam
увійти
|
мова
简体中文 (спрощена китайська)
繁體中文 (традиційна китайська)
日本語 (японська)
한국어 (корейська)
ไทย (тайська)
Български (болгарська)
Čeština (чеська)
Dansk (данська)
Deutsch (німецька)
English (англійська)
Español - España (іспанська — Іспанія)
Español - Latinoamérica (іспанська — Латинська Америка)
Ελληνικά (грецька)
Français (французька)
Italiano (італійська)
Bahasa Indonesia (індонезійська)
Magyar (угорська)
Nederlands (нідерландська)
Norsk (норвезька)
Polski (польська)
Português (португальська — Португалія)
Português - Brasil (португальська — Бразилія)
Română (румунська)
Русский (російська)
Suomi (фінська)
Svenska (шведська)
Türkçe (турецька)
Tiếng Việt (в’єтнамська)
Повідомити про проблему з перекладом
Curiously, this also applies to their fire rate. If an enemy with a normal shotgun (a fire rate of about 1 shot per second) shoots at you right as they lose sight of you, no matter how much time passes they'll "build up" time before they can shoot you again.
This also does allow for a way of having them shoot while not aiming at you. Enemies rotate their aim to you (instead of instantly locking their aim on you) if they detect you while they're walking. Done right, an enemy will be firing before they're actually aiming at you, buying you extra time.
One last thing about AI that I can think of: unalerted dogs, unlike humans, sometimes instantly aggro to you as you push a door aside.
Another "glitch" might be that Richter's silenced Uzi won't be picked up by enemies, nor can you take human shields with it.
Enemy guns are silent; they'll never draw attention from other enemies if you should evade or survive it. Not very intuitive of the enemy, frankly.
Enemies that are knocked down are deaf and blind to events around them until they get up; they'll only go for a weapon if they see/hear you and also see a weapon, and only after they grab the weapon will they pay attention to your gunfire/sight. Their movement pattern also defaults to one of wandering around.