For patch 2 i'll make a notice for mission maker making MP mission to put a WW4 Ammo crate somewhere on the island (and add a deletevehicle this in its init line if the crate is uneeded) to get the dedicaced server required entry.
For the AI, i think it was a bit of luck depending on the terrain that makes it look like the AI was trying to avoid being shot
The improvement on the AI in WW4 are these :
-increased max range for the WW4 ammo, as default OFP had AI weapon (ammo i mean as it's all in the ammo) being only able to shoot at max 250 meters (except machinegunners and snipers that ammo had longer maxrange), so as long as you were shooting an AI from beyond that range, it was never a danger to you.
With WW4 weapons/ammos the AI is able to return fire at distance the player usually engage it, making the AI more dangerous .
-increased sensitivity (some corps more than other) , allowing the AI to become aware of you from longer range, that should put a stop to the ridiculous "i'm crawling in the middle of the street while an AI at 50 meter is facing me but does not even notice i'm there" situation.
If the AI knows better where you are, they should then be able to move in a better way in comparison to your location.
-larger space in a formation between soldiers, allowing squad to cover much more ground, allowing them to flank enemy more easily or at least give the impression to the player the AI is flanking him.
Default OFP shorter formation spacing made it so a whole squad would be coming roughly from an expected direction, with larger spacing, it can come from front and the side more than usual, giving a feeling the AI has a brain
- stronger body armor (not the head though as 1 shot in the head = 1 dead) allowing firefight to have a longer duration without having to use high dispersion ammo that very often frustrate the player ("why is that bullet not landing where i aim" ? )
Some corps have much stronger body armor, to reflect that they're much more dangerous too.
This allow to work around the lack of AI tactic in the middle of a firefight, as in reality people take cover, hide and use terrain features/buildings to avoid getting hit, while in OFP the AI does not know how to do anything like this, making firefight unrealistically short .
Additionally, it makes medics even more interesting units, as now they have a chance to heal someone or an AI as there are more wounded than killed in the few first seconds of a firefight.
Anyways, i'm glad people are enjoying the gameplay
Edited by Sanctuary, 05 September 2011 - 22:17.