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pd3

The AI's reaction time/ability is insane.

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They recently fixed the trees as well as tweaked clutter and to the best of my testing, find them with reasonable reactions barring bad ai mission settings. Even on highest super ai setting player still has huge advantage.

That said, more visual cues as to their intent and reactions would go a long way. Not too familiar with COD ai but in my experience CounterStrike had most blatant cheating boom headshot ai I've ever played against

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Comparison of Actual AI that operates in on of the biggest game terrains in games to a

corridor shooter is idiotic anyway.Those "AI" in cods have probably nodes as to where

take cover, where to spawn, where to move that are manually set...

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Comparison of Actual AI that operates in on of the biggest game terrains in games to a

corridor shooter is idiotic anyway.Those "AI" in cods have probably nodes as to where

take cover, where to spawn, where to move that are manually set...

 

This is 100% true. They're working with about 1000x less freedom and abilities, and it's mostly 'faked' (pre-set where they will run to, move behind, etc). Comparing the AI in most linear FPS to ones in a sandbox game is not comparable at all.

 

The closest AI you could compare Arma's too, as a modern game, would be something like Just Cause 3, or maybe the new Ghost Recon: Wildlands when it's out, both sandbox games. And I think you'd find that in most cases, Arma is actually on the top of the list for good sandbox AI, because no one has perfected good reactive AI yet; it's very very very hard.

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Totally insane:

 

During a mission at night, totally dark, I have NVG, the AI has only flashlights.

 

I walk 30 beind their back, but they still can spot me, turn around 180 degrees and one-shoot me (and of course, I need 4 or 5 bullets to take him down)...

 

And another mission, silcened weapon, lying in the grass 300m (or more) away from the enemy, they still can see me and engage with great accuracy with only red dot...

 

It's just WTF?!

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Opposite problem on my end, AI seem way too dumb half the time, even with ASR and TPW installed, AI still seem incapable of spotting each other down a road half the time, I think the issue is I need to increase the skill slider more. 

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I'm getting some different experiences then some of you and more like germanske_norge

 

disclaimer I am using ACE ai pbo that I have since modified a bit.

 

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Can I use script or something to let the game show AI's sight?

just like in the old game Commandos.

In Commandos, you can see enemies' sight area, then you can choose your best waypoint to avoid the enemies.

I wish these pictures can tell more presisely.

http://steamcommunity.com/sharedfiles/filedetails/?id=473992721

http://steamcommunity.com/sharedfiles/filedetails/?id=473994157

http://steamcommunity.com/sharedfiles/filedetails/?id=95513549

 

I think the worst experience for arma is: the AI always do things abnormal.

For example:

When AI should rush to a cover, they prefer move slowly.

When AI should retreat they prefer hold to die.

When AI should find the target close in front of him he prefer scan slowly.

When AI should difficultly find the sniper who is shooting far more away(eg. 1000m) from him, he can easily locate the sniper's coordinate. If the sniper is just 400m away, he can use rifle with ACO to headshot the sniper.

...

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It would be really good if we could get some sort of AI diagnostic tool because trying to figure out/prove/show AI's behaviour bugs/oddities is really limited with just scripting..

 

EDIT:

Also, as the AI is in "radio" contact with it's center, when AI spots you it's basically immediately broadcasted to everybody which is not really realistic (can't remember if it's instant, but it is way way too fast), there should be some sort of delay to this to simulate the actual radio conversations that would take place in a situation like this.. So actually simulate the radio contact, not telepathy..

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I didnt encounter any AI being super perceptive or super accurate in this game, quite opposite to be honest.

 

What i did encounter and really surprised me is another complete stupidity.

 

When you shoot 5,56 or 6mm on AI they dont react, except litle flinch. I put 5 bullets trough one guy, he flinches 5times but he dont get to cover, he dont start to tend to his wounds, he just continues to fight like nothing happends. Even with 7,62 they somtimes ignore a hit.

 

I normally play Arma 2 CO with ACE and some other mods and there the AI usualy at least pops smoke and tends to his wounds when hit.

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The more I read about people's experiences with the AI, the more I feel that BI needs to provide players with more visual feedback from the AI, e.g. if the AI has been hit then they should immediately react (flinch, find cover or go prone). Equally even if they are not struck, any nearby shots should alert them, possibly even scare them (perhaps the AI's "courage" should be linked to state of health, level of training & battelfield awarenesss?). Also if an AI spots an enemy, in most cases they should not immediately open fire. Depending on their ROE (skill level) they should alert their comrades either by shouting or radio (in which case we should be able to see their hand-signals, hear their shouts and/or see them raising a radio), seek cover and/or look for further confirmation (either via binoculars or better point of view). Also, make the AI's reaction somewhat random (i.e. the reaction routine should have several variables). Because if the AI reacts uniformly, the predictably ruins any suspense and shatters the suspension of disbelief. What is frustrating is that many of these features probably already exist within the game (recent improvements on suppression and clutter versus AI vision). It's just that most players don't appreciate what is going on. This is particularly disappointing because some of these features appeared almost 15 years ago with Metal Gear Solid 2 (think guard alert symbol & sound). Now I'm not suggesting BI stick huge red exclamation marks above AI heads but it might be an idea for debugging. IIRC a couple of years back TPW had a suppression mod for A2 where you could edit the config files (userconfig) so coloured globes would appear above the AI heads to indicate their different states. That was incredibly useful for the community when it came to testing such a subjective, yet vital feature. So, do BI and/or the community think these features are feasible, important and/or incoming?

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I've had some bad experiences with AI spinning around and killing me with one shot almost instantly. (Much faster than any human could for sure)

 

The main problem with determining AI behavior is the huge variation in mission AI settings.  (Forget AI mods)

We need to test with one mission which has adjustable variables for all AI params to record their behavior.

 

What annoys me the most is AI spotting players through grass when prone and there is NO line of sight through the terrain. Their vision is obviously not affected by grass and they use the lowest ground LOD.  You can see the effect if you set the ground detail to 'Very Low' and you'll see objects behind the crest of hills and bumps.

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I didnt encounter any AI being super perceptive or super accurate in this game, quite opposite to be honest.

Have you actually played ArmA3? AI hip firing MGs from 800m and scoring 95% accuracy is common-place with stock AI...

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What annoys me the most is AI spotting players through grass when prone and there is NO line of sight through the terrain. Their vision is obviously not affected by grass and they use the lowest ground LOD.  You can see the effect if you set the ground detail to 'Very Low' and you'll see objects behind the crest of hills and bumps.

Was fixed/improved in the latest update ;)

http://dev.arma3.com/post/spotrep-00047

Tweaked: AI versus clutter visibility (Altis & Stratis)

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Have you actually played ArmA3? AI hip firing MGs from 800m and scoring 95% accuracy is common-place with stock AI...

-I played entire first episode of campaign the AI sucked balls there. As for multiplayer, in arma 3 I only play on servers with ACE3 and TFAR. Fly-German.de is my favorite playground.

 

-I never saw AI firing from hip

 

-My last engagement with Ai  in Arma3 was last sunday it was at Distance around 300-400 meters and the AI acuracy wasnt good at all. 

 

- I get killed by AI in arma 3 a lot, but every time, i can find my own mistake that led to the kill.  Most common are rushing in thinking that there is no enemy left alive, Shooting for single spot for too long, Playing as the only player on a server and trying to complete an objective on my own, and  postponing withdrawal (reluktance to accept defeat).

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Have you actually played ArmA3? AI hip firing MGs from 800m and scoring 95% accuracy is common-place with stock AI...

That can be fixed, an AI not actually having previously seen you, sprinting around a corner and bringing their weapon to bear, aiming and firing in the span of a second or less is in fact not fixable, I wish it was, I wouldn't be complaining right now, I'd do it myself, I'm very much behind the customizability of this game.

It's one thing if the AI has been made aware of you, that would explain a lot, but if they haven't they shouldn't have that sort of reaction time and accuracy, it's not very human. Human beings, even the best trained ones respond a little more slowly when surprised than when they aren't.

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I've had some bad experiences with AI spinning around and killing me with one shot almost instantly. (Much faster than any human could for sure)

 

I just had it happen, I was advancing on an AI walking up some stairs, they were half turned, while I was shooting at them, and I was shot, he wasn't even facing me. I've experienced that before

I was on top of a building, and the AI on the ground spun around with a zafir no less like a CIWS popped a single shot and hit me.

No oversteer, no delay, went from looking at ground approx 60 degrees facing away, it's one thing to turn and shoot, it's another to turn, acquire your target above you and fire a single shot and hit them when more than 50 percent of their body is obstructed.

It completely mitigates using terrain to one's advantage if the AI isn't challenged by the same constraints that human beings are.

 

 

What annoys me the most is AI spotting players through grass when prone and there is NO line of sight through the terrain. Their vision is obviously not affected by grass and they use the lowest ground LOD.  You can see the effect if you set the ground detail to 'Very Low' and you'll see objects behind the crest of hills and bumps.

 

I don't care if the AI comes off seeming more derpy, make the LOD even for semi-transparent sprites (such as bushy branches, or grass) fully opaque to the AI.

If you are very likely to not make out that an AI is behind a mass of semi transparent bush sprites, if the simple solution is to make them completely blind when seeing into them, so be it.

Additionally, the AI being able to pivot 45 degrees in half a second from the laying position, shooting, no less in that time period is also not cool either.

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I was coming round a corner once and saw an AI 50 metres away looking to my right round a corner, at an 90 degree angle.

So I took cover round the corner, started peeking, AI headshots me as soon as I stick my head out the 2nd time. All happened in less than a second.

First of all, AI shouldn't even be able to see me. 180 degree field of vision seems overpowered, especially when we have 90 at best.

Spinning around that fast shouldn't even be humanly possible.

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I was coming round a corner once and saw an AI 50 metres away looking to my right round a corner, at an 90 degree angle.

So I took cover round the corner, started peeking, AI headshots me as soon as I stick my head out the 2nd time. All happened in less than a second.

First of all, AI shouldn't even be able to see me. 180 degree field of vision seems overpowered, especially when we have 90 at best.

Spinning around that fast shouldn't even be humanly possible.

To be fair, if you see someone go behind a corner, wouldn't you aim right where you saw him disappear? And pull the trigger immediately when his head appears again?

 

The problem occurs when you go around the building and peek from the other side of it. The AI's reaction is exactly as fast then. This is painfully obvious at close ranges.

At longer distances they seem to take more time to aim, and often miss the first shot, so it doesn't feel so unrealistic.

 

I believe the reason for this is either that AI's accuracy/aiming speed calculation is just unbalanced at close ranges, or it doesn't factor in the previously lost line-of-sight at all.

 

By the way, AI's FOV is only 120 degrees and their heads are always on a swivel. And I think they detect you just as easily right in front of them and right at the edge of the FOV.

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By the way, AI's FOV is only 120 degrees and their heads are always on a swivel. And I think they detect you just as easily right in front of them and right at the edge of the FOV.


Pretty much, the speed at which they aim is honestly the worst part about it though, it's in the low fractions of a second.

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