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You don't need to time your attacks or crouch the whole game, you solo most enemies with simply knowing the enemy and their logic. The game is mostly ammo forgiving and won't be overly punishing unless you have a 2% average accuracy.
they're too good now with mods never stuck behind door anymore. shoot very accurately use lesser ammo than human, better survival and If they're down just kick him and bring him back. or use another mod to quickly kick him.. it's almost cheating now.
If you find them don't do any scan or stand still don't follow orders perhaps it's your own lobby and I too don't understand why it happens to me only sometimes when I play with foreign guy. but for myself as a host they're almost perfect with mods.
Do players have a 10 second delay or something? How 'hard' is it exactly? Also if you've been with these devs as long as me or other vets, you would know that fixing things is not exactly their thing. I do say to trio, duo, or solo is easier. You have less liabilities like pubs.
This game has low player counts sadly. maybe you could find someone in your country group discord or smth.
1. Bots do not pick up anything during permanent alarm maps (and some sequences, too). If there is a cell, you are carrying it. If there is a fog turbine, you are carrying it. If there is both, you are carrying both. This is definitely something that should be improved. Alarm maps are essentially timed maps, and having to do all that heavy lifting yourself is a massive time loss.
2. Bots waste medipacks. When a bot decides it is time to heal you, they tend to use every pack they can, even if it will only restore 1% hp. If you are at 79%, they will use it twice.
Also, bots like to use packs right in the middle of combat, which often gets them hurt more, which then makes them heal more, and waste the entire pack. One alarm door can completely drain your bots of medipacks, even if you are carrying 160% collectively. The bots ought not to use any packs, if an enemy is within 10 meters of them.
3. Bots sometimes will not enter scanner mode. They will completely ignore group scanners, and this can cause a wipe. There is a work around that you can kick the bot temporarily, if this happens.
4. Bots do like to walk through closing doors, for some reason. It is annoying. This also prevents closing doors behind you, if you are on the run, since the bot might walk through and later die. It does impact the team's performance.
5. Bots don't shoot chargers. They just kind of stand there, and might shoot if they feel like it.
That's all I can think of, off the top of my head. Bots work pretty well on normal maps, actually. It's mostly the alarm maps and reactor maps, where the player suffers a lot.
Bots cannot pick up heavy items (cells, turbines, etc.) during combat, only outside of it. They can be made to pick it up beforehand and will continue to hold it until dropped, but if dropped it combat then the player will need to pick it up. This is worked around using the betterbots mod.
Using a mod called ZombifiedInitiative, the player can control what bots can or can't pick up. The dropitem mod can be used to pick up items and place them in the same locker which will not allow bots to pick it up. Bots do have some uses that are cheesy, but whatever they barely function to begin with. Bots can go straight through walls and enemies (most of the time) to pick up another player. If a player is on the other side of the map, downed, then a bot can be placed, called and will go rescue the player. Bots also can be constantly removed and replaced which will revive them if downed.
You can prevent bots walking through doors by looking at the door controller perpendicular to the panel which can work to prevent bots from going back through the door. There are various things that can be done to bots to make them function much like human players such as force them to hold a position, allow controlling what they can use and do, etc. Many other games have bots that could be used as inspiration.