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TRS1 bots had to be babysit and micromanaged completely, TRS2 they are more self sufficient, both approaches have their ups and downs and I think they were made into what we have to increase "approach-ability" of the game as many new players start with campaign, TRS1 had extremely steep learning curve, TRS2 is a bit better in that regard and current bots do help with onboarding.
Lastly, campaign being fully playable in coop now might be the reason why bots are taking 2nd place as you still can fully customize and use your team to best results, simply now you have the option to take friends into the fray.
So in TRS1 it was very easy to build bots into passive shooters. Really the only thing they would need to do is to create automatic skill ups and the ability to set a skill to “use off cooldown”
Meaning you could right click the heal gun skill and it would be “used off cooldown” or turn it off and use the ability when you want to. It really isn’t that difficult.
Also I call bull on this being a “multiplayer only game” tactical mode worked amazing in single player in TRS1
The way you build bots now it's fun but too random, you might get one that doesnt have a passive skill you want and have to wait a long time before you can train another.
Anyway, in my opinion the game is still work in progress and i hope they continue to expand it because there is too much potential for something great here.
Just means you have to see the bigger picture now, taking supplies, skills or other builds depending on what mission/infection you have