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It's bots. Not unskilled players. Bots.
The same thing happens in Fortnite. They sneak bots in.
This is cancer.
Have you noticed that the number of "players" in every matches, regardless of how things goes, is relatively constant? For a F2P game, you don't face as many "rage quitters" as in other games like Battlefield where a bad match-up can result in 1 team having barely 4-5 remaining against 12+ in the opposite team until the match force-switch a bunch from the winning team into the loosing team.
And that's where I guess the highly possibility of there being Bots may comes in. A match starts bad then a bunch of players in the loosing team quit and, in the match, instead of having the teams being heavily cut down, quitting players are switched with player-named bots until new players join in. This allows the match to feel "alive" even though one's team intelligence seems to be dropping by the minute.
It's also possible that you're seeing the result of a balancing thing too.
If players are loosing a lot, maybe they end up in matches with bots to give them a possible boost to their score. Some player ends up together while other players ends up on the bots' side. For players on the loosing side, it could, maybe, result in a loop of "loose" and "thrown in with bots" with a bit of a bad luck.
Bots have AI in their names, I have seen only bots in my very first match i've played and then never again.
Either medics not reviving or having 3 medics all jump and remain on the same downed player (or bot) in the open almost like a cult praying to their god or something.
There's also clear pathfinding behavior from the bots when they spawn and rush toward the exact same points in the exact same direction within the exact same timing.
I have spawned many times in an area under attack just to see 8 allies of various classes to start running in straight lines in the exact same exit within 2m of each other toward the point where the enemy comes in which is wide open. None of those allies tried to climb anything, jump nor move out of the "mass" of characters that went straight toward their death as a tank was cycling the area for a while. Ho, and in those 8 allies, 2 were snipers with bolt-action rifle. Right as if any player with half a brain will go straight toward the enemy's main rushing area with a bolt action while surrounding by 6 others while they are on the defense.
And that point brings another example of why there are bots:
Remember when I mentioned the tank cycling around above? Well, we were only 2 who re-spawned with the Engineer in hope to end its carnage with an AT launcher while everyone kept re-spawning as medic, snipers and assault right around the area where it was constantly marked. I rephrase this: we were only 2 real player respawning in a base with no enemy inside said base with the Engineer AT while a tank was cruising around while shooting over 60 people. That tank was controlled by a bunch of players because it did movements and patterns that showed a player was moving it and another player was using its turret and stuff. The dozens of "people" who was just walking in front of it in the open road while it was marked on the map to be run over or shot at constantly. I highly doubt they were players.
If that was in any games like Battlefield, that tank would have been history once it had killed enough player around a spawn point for said players to spawn as Engineer and makes hell rain down on it.
Nope. [AI] in the first match is only there to make you know that you fight bots and not players at all. The only thing that having "[AI]" in a name does is that it's 4 characters longer. If the devs were to marks the AIs with [AI] at all time, many players would stop playing because they would find it bad to be fighting AI half of the time they are on the loosing team.
There's also clear pathfinding behavior from the bots when they spawn and rush toward the exact same points in the exact same direction within the exact same timing.
I have spawned many times in an area under attack just to see 8 allies of various classes to start running in straight lines in the exact same exit within 2m of each other toward the point where the enemy comes in which is wide open. None of those allies tried to climb anything, jump nor move out of the "mass" of characters that went straight toward their death as a tank was cycling the area for a while. Ho, and in those 8 allies, 2 were snipers with bolt-action rifle. Right as if any player with half a brain will go straight toward the enemy's main rushing area with a bolt action while surrounding by 6 others while they are on the defense.
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yes " Donoghu " that's true, i was testing something at ascension map we attackers , wen was at caves points , i just go around using zip lines to flank from behind , close to their base entry were anti-air is , drop a beacon , i die around 7 times , and at last beacon i don't res-paw ,im frustrated cause no one of my squad notice or help me to attack from behind no one in the whole server go up to support, the whole team just keep dying , i stop playing just looking at the map thinking if delete the game or not and looking how those dots moving around and what they doing , i see my team mates start re-spawn on my beacon and go back to our main base , im like wtflak'' were u go , and then the rest of my squad do the same re-spawn follow the same path,so sick.
Watching the same tank or LAV just drive circles around my team and rack up kills because apparently no one wants to use engi and target them, and things like anti vehicles mines being limited to one per character, that do not get restored on resupplies.
The few maps with Helicopters available are either some one that's lived in BF helos for the last 10 years+ or some one who thinks that they need to be in melee distance to get kills in the choppers.
Gotta change my review now that the game has been out and the first wave of players has mostly abandoned the game.
The AIs aren't run by the players' CPU, but by the server's instance' running CPU.
Do you know how much CPU it takes to run an AI like what I have seen in this game on UE4?
I can tell you, it's extremely small. In fact, if you run it via coordinate checks, it's 600x faster than doing it in actual client because you don't have to do any "physics" checks for the most part.
There's a list of what the AI-run players in the game (those that replace players who quitted) never do:
• They don't use tools
No AT, mine, tracking or electric arrow nor even movement boost.
As such, if you see a pack of various classes running close to each other who's only running around and shoot their primary and never uses their tools, you know they are bots. Just think about it for a sec, have you played a match where almost nobody on the opposite team ever used their grenades and tools? I have (both on the same and opposite side).
In fact, those "low skill level" players you speaks usually do the complete opposite and overuse/waste their abilities/tools all the time. They throw their grenade like rocks, use their abilities for even the most small things and more.
If you see a medic that never put down any bag nor uses its healing guns (or pouches) neither on others or itself, that's a bot. Bots do revive though.
If you see a sniper who never uses her tracking or electric arrows while running toward an objective (especially with a bolt action weapon) in close combat, that's a bot.
If you see an engineer who's running around and never shoot any vehicle with its AT weapon, that's a bot.
If you see an assault never use its exoskeleton or other ability while rushing toward a flag, that's a bot.
Note: I purposely wrote "never" meaning that a player might not use them in a life or two, but whenever you player around a player for 5+ minutes in a repeating situation where any tools would be useful and that player never use anything more than its primary gun, that's a sign.
• They don't climb or use complex maneuvers.
Bots seems to only uses open area as paths. They don't climb over walls or use any shortcuts. I'm not sure if it's on every map, but they don't seem to use any ladders in certain maps and will actually run around with a whole detour if there's a set of stairs elsewhere. For example, they don't get to the 2nd floor or roof if those are only accessible via ladders.
My guess is that this is a restriction placed so that the server don't have to actually use physics to handle the AI's paths.
• They shoot through certain environment.
This is one of the biggest giveaway that actually explains a possible reason why many calls out that the game is rigged with cheaters. The bot-run characters with player names can see other players by coordinates (not physics checks). By checking the distance between players, orientation of the bot and setting various sets of preset filters depending on the maps (you can generate those filters by baking the collision spaces in UE4), you can simulate the ability for bots to hit players without actually running an actual game's client with the bot. With that said, small/medium details that aren't calculated through the filter may exist hence the player see, for example, a door extruding element that block a shot around a corner, but the bot doesn't and shoot through that door element. When the player is down and the game "highlight" the player that shot him, that player appears behind an element big enough that should have protected him/her from the shooter.