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You have a 5man full armed SWAT Squad and that thug with a pistol in an amazon warehouse is moving towards them while firing.
I had a situation where an AI was outside and i was inside the package sorting area. He started shooting from outside (because AI can spot you through obstacles no matter what) and we also fired back but couldnt hit him.
We then backed up and got into cover to reload and decided to pick a grenade to flash him and get him to surrender.
This was about 3-4 seconds time.
I turned around the corner to watch where he is and give cover, he was already at our position, 2 metres away from me oneshotting and then going full auto with his pistol on my team.
Meanwhile the Bot SWATmembers are awful.
Had them stand in the hall when a guy came through a door going full auto with his AK and killing two instantly.
The AI is patrolling too much, they are far too aggressive, they are far too competent in terms of their reaction time and their perception.
I open a door to peek through and get instantly shot because the AI spotted a pixel of my rifle or whatever.
Its stupid and it renders most of the games systems useless.
Why would i peek or why would i throw a grenade, when the AI is pushing towards me so aggressively, that at the time i readied my grenade and threw it, its already in my face because an unarmored thug with a Glock thought to push a Swat Team?
The Swat AI is also not good.
I try to get suspects to surrender by using non-lethal and they just spot a piece of cloth of a guy and instantly go full auto like the south park hunting episode "OMG ITS COMING RIGHT FOR US".
Its dumb as ♥♥♥♥ and killing the fun, because i feel like the only really effective and efficient method to clear is going guns blazing, not tactical.
I expected a tactical shooter, not Insurgency 0.5.
https://www.nexusmods.com/readyornot/mods/3169?tab=description
I think the game lacks a complex awareness system with different phases that goes from suspiscious to reactionary.
For example lets take the Mission Greased Palms.
You have larger open areas there, outside and inside.
Lets say the AI spots movement from further away, like for example when you first step into the package sorting hall.
That AI wouldnt know instantly "oh a Swat team, i must shoot instantly."
At last, there are many people and his own "friends" around the space.
So he would get suspiscious and get into a covered position or approach.
If he identified you as an enemy once you are closer and he had better vision, he could have different reactions. Get into cover, fire at them, negotiate, surrender, take hostage, run away, shout for his friends to support him.
In other levels that are a bit more cramped, they would also first get suspiscious ("did i spot Police outside?") to engaging or picking any other of the above reaction.
But certainly they wouldnt suddenly run around and approach you.
They would dig in.
You see police coming for your house?
You for sure dont open the door and go outside to attack them.
I also think that some scenarios like for example "The Spider" are ridiculously dumb and unrealistic.
Dont know what the developers thought, but in no reality a scenario like this would happen.
And the AI reactions to the situation are similarly unrealistic and thus unexpected.
They need to completely overhaul how AI perceives (how far can it spot, how fast does it react, how does it react (what profile does every AI individual have, fearsome, aggressive etc) how does it act after we engaged in a situation).
Right now they just spot or hear a fraction of cloth or some noise some of their teammembers also could have caused and they go instantly full aggressive, gunning the entire place down.
Like, what if Charles in the cafeteria cooked some coffee and caused some noise?
Would Fred really go full auto with his Uzi through the wall?
No.
He would get supiscious if hes on full guard mode (which you are only if you expect police to appear) and explore whats going on.
And if they arent warned police is there, then they would be on routine and not do anything at all but mind their business.
When you will go far into storage you cant even see enemies behind boxes but if they will see your 1 pixel u will get killed by 8 invisible guys, its kinda unlucky that u need to remember to not shoot everyone cuz there is 1 FBI guy and u need to arest him and not to shoot him.
So 8 guys wanna kill you, u cant see them and u need to arest 1 of them.
My problem rather lays in it breaking the tactical aspect and fun, limiting your options, while destroying any sense of realism or authenticity.
When i enter the office and guy A1 stands there, i expect him to have a reaction time and not go full auto in 0.1 seconds.
But even more do i expect that when i gunned that guy down, that guy B1 in the backroom or the toilets is not thinking "i heard gunshots, thats possibly police or a SWAT unit, i need to run in guns blazing because thats the best option i have.
I expect Guy B to hear the gunshots, draw his own conclusion and decide to either dig in and wait until we enter so he gets a good shot, run away to catch his friends and ambush us with more firepower, just run away or surrender, already hide his weapon away and act like a civilian (maybe to then surprise shoot you or to get out of there without any charges).
I dont mind a ridiculously hard game if its authentic (no artificial advantages to AI like skill rubberbanding).
But in this game its just destroying any realism and tactical gameplay as the AI doesnt react in a logical manner.
Its also destroying the point of silencers, because it doesnt matter.
Thats also showcasing another issue, when i gun down suspect A and B in the office, why arent suspects C and D further away in the storage area somehow suspiscious because they hear gunshots, starting to dig in and prepare for the encounter?