11-21-2008, 01:15 AM | #41 |
Holy shit, thats kerrigan!
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they inform of who goes down, throw grenades intelligentaly, take cover and switch each other to cover each other. they also know when you have your flashlight on, and can do cool melee attacks
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11-21-2008, 01:26 AM | #42 | |
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11-21-2008, 01:56 AM | #43 |
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can anyone else comment on l4d ai?
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11-21-2008, 02:04 AM | #44 | |
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They adjust pretty well to the situation, such as watching your back in hallways and such and checking rooms that have been unchecked. The only problem I see is that (particularly in single player) they don't take the lead and don't follow you close enough sometimes |
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11-21-2008, 02:36 AM | #45 | |
Hitman 2 1 Actual
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11-21-2008, 03:02 AM | #46 | |
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1. There is no option for telling them what to do, so if they decide to climb up a ladder ahead of you, well, looks like you're not going up that ladder as they'll stand at the top of it "protecting you" for an hour and a half. Because they are RIGHT ON TOP of the ladder, you can't get up. 2. They will run head first in to your fire, but won't run in to the other AI's line of fire. An example: I'm shooting down a hallway with my sniper rifle. Bam. Bam. Bam. Dead zombies. Then, a boomer appears behind us and infects him. Instead of staying put and going in to a corner like a real person would do, he runs in front of me, where the zombies are coming, and I shoot him as a hunter happens to pounce on him. He died. Why? Because the AI is told to react as a protector when anyone becomes barfed upon. Even if he is the one who has been barfed on. 3. If you have more than one player (I.E. any time you don't have a full game) the AI will run back and forth between your players. If you have a person in the back shooting a tank and falling back while the others get to safety, that one AI will run back and forth between the two. 4. Often looks right at you getting tongued by a smoker and just stands there until you start taking damage. Good AI? Can't say that it is. Too protective, never feels like it's under a sense of panic, pinpoint accurate, never friendly fires, not very observant of its surroundings, and just very AI like. Kodus for it knowing how to jump on things.
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11-21-2008, 03:15 AM | #47 |
Holy shit, thats kerrigan!
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you can walk thru your teammates, just like in TF2...
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11-21-2008, 03:30 AM | #48 | |
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11-21-2008, 04:12 AM | #49 |
Holy shit, thats kerrigan!
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it's not that drastic. i get up ladders just fine
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11-21-2008, 05:01 AM | #50 | |
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It is that drastic because a slight nudge knocks you off of the ladder.
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11-21-2008, 07:48 AM | #51 |
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yeah I notice that myself
The ladder by the ele
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11-21-2008, 07:13 PM | #52 |
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and the one getting out of the sewer.
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11-21-2008, 08:49 PM | #53 |
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The bots are always behind me.
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11-21-2008, 09:01 PM | #54 | |
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I would much prefer an option to play without the bots and have the AI director scale it like it's supposed to do .
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11-21-2008, 09:04 PM | #55 |
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Yeah sometimes we would kill the bots but then they start bitching to take them out of the closet :/
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11-30-2008, 04:14 PM | #56 |
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The WC3 AI bothers me a good bit because it has a remnant of the Starcraft AI. It gives up.
It reaches a point where they have resources left but they just... stop attacking. I created a siege map for WC3 wherein two players defend a mountain stronghold against four assaulting players. Playing against computers, well... they do great initially, but eventually they just give up. For instance, if you wipe out a base at a computer player's start location, it will immediately make efforts to rebuild a base at that location - even if the gold mine is depleted. No player would actually go and rebuild a base with no economic support nearby. I'd like to see varying strategies for base-building in RTS AIs - the "fortress" player: "Yes, I DO need thirty towers around my base." The "guerilla" player: "Ha, that wasn't my only base! I have ten more!" Stuff like that. Racing games notoriously cheat like this as well. If you're ahead of a computer opponent in a race, they are granted additional speed. I remember a car that was several tiers down (I think in NFS: Carbon) that managed to stay relatively close on my tail, defying the laws of physics themselves. Cheating in AI is just lazy coding IMO.
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11-30-2008, 06:02 PM | #57 |
Holy shit, thats kerrigan!
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i've noticed that too
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12-01-2008, 12:42 AM | #58 |
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Ahh racing games... NFS is terrible at that. I mean, it's great for keeping you on your toes but it sucks for other reasons. Sometimes you can have the best run of your life and still finish last if you screw up a little near the finish line. Or you could have your worst run and finish 1st by not screwing up near the finish line. AI cars are speed boosted if you go really fast and they slow down if you suck which I think fucks the overall experience imo cause it's totally unfair and what's worst than an unfair AI opponent.
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12-01-2008, 01:52 AM | #59 |
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Yep. Any time an AI cheats, it detracts from the game.
L4D does this as well. If one of the bots friendly fire you (they do and will), you take no damage. Instead, your screen jerks like it would if you took damage. I found this out the other day when playing with my dad. Really made me say "Wow." I understand the reasoning though. If an AI continually friendly fired you, you'd get pissed.
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12-01-2008, 02:20 AM | #60 |
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I can live with not taking damage from my bots in L4D but watching cars do 10000km/h on the minimap to catch up on me in a race is another story lol.
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