Jump to content

nikolai

Members
  • Posts

    18
  • Joined

  • Last visited

Reputation Activity

  1. Like
    nikolai got a reaction from Vinnart in How can one determine if a stream is passable or not?   
    It is so frustrating when instead of straight-line path your tanks take detour through enemy positions and get busted... Is there a way to know in advance whether a tank will be able to cross a stream or it will be forced to drive around?

  2. Like
    nikolai got a reaction from Bulletpoint in How can one determine if a stream is passable or not?   
    I don't know... It sounds as if we play different games... In the CM that I played, group movement orders just do an affine transformation. That is, every unit is moved by exactly the same distance to exactly the same direction. No intelligence involved. No attempt to optimize placement of individual units to find better firing position or better cover.
  3. Like
    nikolai got a reaction from Bulletpoint in How can one determine if a stream is passable or not?   
    In my opinion, tactical AI means *making decisions*. That is, finding a reasonable trade-off between multiple options given the current uncertain information about the enemy. You know, finding the shortest path is not a tactical AI, but finding the safest path would be. Running away after being broken is not a decision/trade-off, as well as dying after being shot is not a decision. A tactical decision would be to decide whether a unit should engage an enemy or not based on chances to kill the enemy versus the risk of being spotted and shattered by return fire. As of now, so called TacAI is not even able to choose an appropriate weapon for the target, it just fires everything that has even the slightest chance to damage the target.
    Sure, the decisions needed at CM scale are different from the decisions at CO2 scale. However, notice how many tweaks are there in CO2. That's because there is a tactical AI and it needs your input to adjust various trade-offs to your high-level plan. I think that if BF ever decides to add a tactical AI to the game, it should start with adding Aggressiveness and Rate of Fire parameters for units. The units would use those parameters to decide whether to engage the enemy or not, and which weapon to use.
  4. Like
    nikolai got a reaction from Bulletpoint in How can one determine if a stream is passable or not?   
    You sound as if there is a tactical AI in the game. TacAI is a misnomer. The existing unit "AI" doesn't take tactical situation into account at all. You cannot ask it to find the safest path, you cannot ask it to make an ambush, you cannot ask it to fire-and-retreat (would be helpful for ambushes, snipers or for fire-and-forget missiles in CMBS). Just compare it, for example, to true tactical AI in Command Ops 2 and you will see what tactical AI should look like. I play CM with an assumption that there is no friendly tactical AI and I have to micromanage units giving them the very basic orders: go this way with normal speed, don't forget to deploy weapon, fire into this wall for 30 seconds. You're trying to impute to TacAI decisions that it was never designed to make.
  5. Like
    nikolai reacted to MOS:96B2P in How can one determine if a stream is passable or not?   
    /////////////////////POSSIBLE SPOILER/////////////////////////////
     
    ///////////////////////EDITOR MAP DISPLAYED ///////////////////////////////////////////////
     
     
     
    The No-Go terrain, marsh tiles, are placed at an angle running along the stream.  This allows for the placement of waypoints on passable terrain.  But vehicles must go around to reach the far side of the stream since the marsh tiles are connected in the corner.
    I've never experienced this before that I can recall.  This situation is confusing and frustrating.  Map design can have some unexpected consequences sometimes.    
     

  6. Like
    nikolai got a reaction from Bulletpoint in How can one determine if a stream is passable or not?   
    It's a lame excuse. Every time pixel soldiers do some nonsense, someone says that it's a feature, a clever tactical AI. But every time someone asks for Ambush command or ability to mount/dismount at the interim waypoint, the answer is that it's too much for the AI.
  7. Upvote
    nikolai got a reaction from Ghost of Charlemagne in [bug] US infantry don't know when (not) to use AT4?   
    I've just got a very frustrating experience trying to ambush enemy armored units with Javelin. I had a rifle team with Javelin hidden inside a building and able to spot a BMP-3 in the distance (about 250 m). As soon as they spotted the vehicle, they started to fire their AT4 at it, revealing their position immediately. Of course, all the AT4 missed at such distance, BMP returned fire and all the team lied dead long before Javelin operator had a chance to fire his missile.
    It looks like a bug in TacAI. The only workaround I could come up with is to never give Javelin to a team with AT4, and that is not cool at all...
    Actually, according to the patch notes, a similar bug was "fixed" in 2.10. However, in 2.12 and 2.13 I still see rifle teams using their AT4 prematurely, revealing their position and getting wiped out before they can fire a Javelin.
    Video example:
    https://streamable.com/s2kuzn
  8. Upvote
    nikolai got a reaction from c3k in [bug] US infantry don't know when (not) to use AT4?   
    I've just got a very frustrating experience trying to ambush enemy armored units with Javelin. I had a rifle team with Javelin hidden inside a building and able to spot a BMP-3 in the distance (about 250 m). As soon as they spotted the vehicle, they started to fire their AT4 at it, revealing their position immediately. Of course, all the AT4 missed at such distance, BMP returned fire and all the team lied dead long before Javelin operator had a chance to fire his missile.
    It looks like a bug in TacAI. The only workaround I could come up with is to never give Javelin to a team with AT4, and that is not cool at all...
    Actually, according to the patch notes, a similar bug was "fixed" in 2.10. However, in 2.12 and 2.13 I still see rifle teams using their AT4 prematurely, revealing their position and getting wiped out before they can fire a Javelin.
    Video example:
    https://streamable.com/s2kuzn
×
×
  • Create New...