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Youre implying theyll actually follow orders and commands and are actually responsive
For example, giving your Medic/Corpsman an order to heal the Machinegunner in your squad may not be the Machinegunner you had intended. They may head off to heal some other Machinegunner. Or giving your unit an order to mount a Hunter HMG may be the vehicle that is located a kilometer away - if you aren't careful.
I also find that making certain they are equipped correctly, with not too heavy of a load, effects how well they obey orders. If they are carrying too much gear they have a problem keeping up, and as a result they usually end up getting lost. If you find that you are constantly giving them orders to stay in formation, then they are probably carrying too much equipment. Also, they need to rest periodically, just like you, in order to recover their stamina.
The only other time I run into problems is when they get stuck, or are unable to complete their order. When the algorithm that calculates their path is unable to find a route they will often respond with "Negative" and automatically cancer the order. But there are times when it tries to calculate their path endlessly and the unit is either stuck, or refuses to move. In such cases I give them a different short path that they are able to follow, and when they move to that position, then I give them my original order.
I also like giving my squad orders to go into Stealth mode rather than Combat mode when engaging the enemy. It has the same effect with regard to their going prone and providing cover for each other as they advance, but it doesn't include all the yelling.
I still lose AI team members, but the ratio is typically 20+ enemy dead to the loss of one of my AI team members. If I want to do some sniping, I will give my AI team members orders to hold fire and keep at least 750+ meters away. They still make good spotters, but I do all the shooting. If things get a little too hot, I give my AI team members orders to Open Fire.
That way you just speak for example:
Team Red, Stealth, hold fire, Advance, left click) or
Team White, flank left, aggressive, light em up or
Sqaud, Weapons Hold, Hit the dirt.....
Instead of about 15 clicks through the menu thats if you get it right first time lol.
It is pretty cool to be honest but you do get a little derping with certain commands but you can change what you say and how it relates to what they do so if for example it doesn't recognise you say Hold Fire and Instead activates Open fire you could change it to Weapons Hold ect.
Anybody playing around with AI on their team needs to give the Voice command software a go.
In something like Call of Duty, they literally stand still and shoot at you or spawn from thin air (everything else is completely scripted).
And the last time I played Verdun I remember they were only useful for attacking in a line, like a bunch of zombies...
RS3 they are quite responsive and reliable. Even in the casualized newer games, your AI teammates can atleast be of some use and still are quite responsive to your commands.
Also enemy AI in other games are way smarter. Taking cover when fired on, trying to flank and outsmart you. I have mods that make the ♥♥♥♥♥♥♥ AI in NV more lifelike and intelligent than this game. ♥♥♥♥♥♥♥ New vegas.
Ghost recon wildlands, a new game, quute arcadey. Yet both teammate and enemy AI are way more responsive than arma 3.
I admit the bots in verdun are trash (tannenbergs are way better thou, still not perfect)
ok, RS3 Raven Shield has much better team AI, but it's a close quarters tac shooter, if the team AI sucked in it it would be literally unplaylable (Hidden & Dangerous, I'm looking at you).
ArmA is more large-scale, not so much CQB, so they do their function for the most part. I agree that commanding them around is a pain in the bottom, though.
ArmA does have flanking AIs and stuff like that, you need to play more if you think they don't do that. It's just the team AI who are a bit "dense" and have to be commanded for every move.