STEAM 组
Sernix Coop Insurgency SCINS
STEAM 组
Sernix Coop Insurgency SCINS
40
游戏中
351
在线
成立于
2015 年 1 月 29 日
语言
英语
国家/地区
United States 
正在显示第 81 - 90 项,共 1,013 项条目
5
Bot vs cover analysis
Thanks for the extensive feedback.

There is two ways to view this but first let me state that bots do not wall hack or track after losing LOS, they suppress last known positions but within a cone of fire. Now there is history of some bots shooting through static props and it looks really hacky at times but speaking with the NWI AI programmer over the years and spectating 100s of hours, I believe it is still almost entirely suppression fire.

There are two scenarios that this is most obvious in:

Scenario 1:
Player A pops out of cover, bot spots, bot fires up to ~5+ seconds of suppression fire at last known area (this is a cone of fire so it inevitably will hit the cover of the player and bullet penetration of an APC is the same as a tiny pickup truck.. its just thickness of the object). The APC for example in rainforest and convoy etc. have invisible "bullet blocking" brushes that act as near impenetrable armor and are up to 12+ units thick in some cases. Here is a screenshot example from editor[www.dropbox.com]

Scenario 2:
Bot pops out of cover, while suppressing, bot strafes back into cover but continues to fire in direction of player, still lined up regardless of prop in front of him. Youll notice this much more when spectating, especially when a bot is suppressing and then does a complete 180 and continues to suppress, hitting random teamates and walls, ground, etc.

I've increased the min/max time to suppress and I believe bots are slaves to finish/end their suppression loop when stated in the code due to this increase.


As for long distance shooting, bots have a long-distance cone of fire that shrinks with time. It normally takes around ~7-9 seconds for the time they spot you and start shooting. This resets if you go in cover for so many seconds. Obviously stance matters big time. Bot also hold breath when firing.

The reason why its still fair is we don't give bots scopes due to possible bugs with high population and constant respawning. Apparently when bots have scopes, they zoom in and one shot players after a shorter amount of time has passed, especially if player is stationary.

As stated before, it varies since there is so many maps old and new, a wide variety of scenarios, custom props, bot code we can't see to 100% verify. My advice is to spectate a long time on many maps, but don't go in solely looking for the evidence you seek, look at all the times an RPG/grenade/bullet misses or when a bot is just being plain dumb as rocks. You'll see that most of the time, the bots are terrible but have instances of glory but also sometimes bullshit moments too. Most of the time its the same suspects that rack the kills, shotguns, juggs, explosives.
18
Binoculars !
4
Bots to tough?
6
Gametracker player rankings
5
An idea [Zombie mode]
5
Need reinforcement tweaks for friendly forces
Some good points on scalability. Its especially hard to motivate a lower-pop server to play important classes and for the team to proceed without said classes. What I may do is scale certain things like lives based on how many medics or engineers slots are used but only in a way that does not motivate players to avoid those classes. Ill brain-storm this a bit more to weigh pros/cons.

Suppression against bots wasn't changed but in general bot aim and adrenaline effects have been tweaked (pros/cons for bot aim/reaction time etc. in different situations) which can make them seem like suppression doesn't have as much an effect in certain scenarios, especially closer range I'd imagine.

If a medic feels hes overworked and rages and vents on others.. you can report him, preferably with screenshots or recording. If people dont like reviving/healing people, dont play medic (I personally love it and never feel overworked, its my favorite role). If only those slots are open and that person doesnt want to play medic, ask another to switch. Medics dont have to revive players in risky situations either and if people berate the medics for not going in super risky areas, those people are up for review as well.

In terms of easing off their workload, this was addressed way back when with the ability for any player to revive any player, regardless of their wounds. Round saves and respawn lives of course ease this too but I agree scalability needs slight more improvements and right now I believe players simply just get more lives at lower pop (along with quicker respawn times).


"Also suggesting map gives 0 retries, that way players don't disconnect when round 2 of a mistakenly chosen map happens.... which is way too often."

Can you elaborate on this please? I dont understand.
14
Sernix Test Server [Axin's]
6
Gametracker player rankings
18
Binoculars !
正在显示第 81 - 90 项,共 1,013 项条目