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Conclusion time: Good settings to learn the game basics but it is quite tempting to run and gun which i caught my self doing in my 3 test rounds.
Thanks for the Coup !
Cheers
Untrained has 0 lean, and that just didn't seem fun or as immersive, even though it's probably easier. I bet it's even more fun with a 75% chance to lean.
I agree that it's definitely so forgiving that you'll likely run and gun. I was assuming that's why most people found the game to be unforgiving: they try to run and gun. After they get used to the game, they could try upping the difficulty to Untrained.
I'm glad you thought it works, and thanks, for letting me know.
Addition: In my opinion reaction time really is key to put them into easy mode so now i am asking myself if it would be possible to make that variable.
Maybe give them a fixed value based on the difficulty level but instead of a randomizer it could go up under certain circumstances like getting shot at or seeing a body and would drop again after a amount of time which also should be based on the difficulty setting.
This is basically a simulation of stress in my imagination but i have not the slightest clue if that can be implemented.
I believe they already have an alert state, and I'm assuming that increases their odds of reacting at the sooner half of the spectrum.
It would be possible to give them personalities: if they see a dead body, there's a 70% chance of their reactions being faster and a 10% chance of them being slower than the selected reaction time. That reaction can be remembered so that the soldier continues to have faster reactions. If they relax after a certain period (which would hopefully be a setting if it exists), they could recall that previous reaction, making their personality consistent. They could also just be assigned a personality upon spawning: if type 1 sees a dead body, their reaction time decreases; if type 2, increase; if type 3, no change. The same could be done for hearing nearby gunshots and distant gunshots.
It would be interesting, but probably underappreciated (maybe not worth it), if their reaction times slowed as they remain in an alert state, imitating mental fatigue.
With the last update the ai already got so much better, sometimes i really almost feel hunted, they check for noise sources and they get harder to fight if they know where you are and you are unable to deal with them fast enough for whatever reason.
These settings are also useful if you want to run pistol-only. Though you can obviously make it harder, I actually died sometimes when only using the pistol (on User Arena.)
MTR: 180
MHLR: 360
RCS: 0.25
AEUI: 1
SRR: 2
OT: 15
DMT: 5
DMBOT: 1
DMDT: 100
COMB: Spine1
RTB: 1
RTR: 0.7
MSAB: 1
MiFAB: 4
MaFAB: 10 (I wish this could be 30; maybe, it can through console)
LC: 0.75
(Still no testing) The only thing I would definitely change is the reaction-time base; I would move it up to 1.2, so that the bots take at least half a second before they react.
The other thing that stands out is the leaning, because they don't lean at all on Untrained. However, I don't really think it's a problem. I guess the same thing goes for recoil compensation (if I'm remembering correctly), but I don't know that it has any noticeable effect.
Bonus points for having two settings: one for the player, and one for the enemies.
I dislike that behaviour, it is like "oh hey gun shots ! Let´s all just run there and see if we can get shot too." but well in the end it´s just a game and i don´t know how close ai can come to genuine human behaviour.
I guess i just wait and see.
However, if you're playing on a challenging difficulty, that behavior can be effective at killing the player. It's especially challenging if you're using a low-damage and or low-round weapon.
AI is one of the most neglected areas of gaming. I'm anxious to finally see some AI (in any game) that bounds and uses cover fire, slices doorways, rides walls without getting stuck, etc.
gonna hope that the ai stops from 1 One shotting me across the Tanker with a ♥♥♥♥♥♥♥♥ pistol...