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All I use the AI for lately is breaching doors with a flashbang, or packing up evidence, or occasionally as a free target to flush out enemies.
Nope, usually Enemy AI will not heard your footstep, however they could instantly notice your killing instinct and turn when you ADS at them (really Void ??). Yes, it is programmed that way, so if you want to sneak to someone back, don't aim your gun at suspect, or he will magically turn around to meet you instantly.
Another possibility is that the suspect was not fully shown his back on you. this game, AI has super wide cone view (like unnaturally wide 180 degree!!). So sometimes, you think you are out of sight, but apparently not. That is why mistake happened
It could happens sometimes when AI determine it is still dangerous to restrain suspect at that moment. I suggest you order "fall in" and you walk close to suspect while keep eyes on open area, one of AI will restrain him for you.
Occasionally, during CQ encounters, AI teammates miss easy shots at close range. Aside from this issue, they are generally decent. I primarily use them for flashing and clearing rooms when my health is low.
Moving into an angle without deploying anything is always bad, so you deploy utility to make it safe before doing so. If you can identify a room and the angles before breaching and pick the right utility for the room type, the AI becomes a non-issue.
The C2 charge for instance is excellent when suspects are near the door. Gas is excellent to flush suspects out of rooms with cover. Flashbangs and Stingers can be deployed quick and freeze suspects in place in rooms without cover. The Shield when upfront will always draw fire which can help in hallways and in rooms that cannot be made 100% safe.
Door wedges also play a crucial part in this game. You cannot cover every angle, and suspects can move around the map into zones that have already been cleared, which can catastrophic since cleared rooms technically become uncleared again. As you move into a level, you should be wedging doors you're not moving into which makes that angle safe (otherwise someone could walk out and shoot you). In Ides of March and Sins of The Father, it's wise to wedge every door on the story you're in, leave a team watching the hallways while the other team unwedges the rooms and clears them one by one. And yes, you get your wedges back after you unwedge, so you repeat this for every story.
Some levels will have areas with many angles and needless to say these are terrible kill zones that should either be avoided or taken last (Greased Palms and its clustertruck packaging center comes to mind, or the courtyard in Carriers of the Vine). The Shield helps quite a bit in these.
Using the "move to" command effectively 100% of the time is like pulling teeth. I can't even count the number of times they've seemed completely disinterested with their surroundings while gunfire erupts all around them. I've had them get stuck behind doors several times, and was once killed by an enemy who had to shoot *between* the two AI standing in front of me to hit me... neither one of them reacting the entire time.
Great game, but I can totally see the Metascore being ~5 points higher if the AI was worth a f*** at all.
But then you have to actively try to overcome the AI stupidity. If you tell them to throw gas in a room, for example, you have to stop them from going in a microsecond later because it takes seconds for CS to incapacitate someone. It's a shame that some things seem uncontrollable... they've ignored all my orders to go handcuff some civilian and end up putting themselves directly into crossfire.