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  1. #11
    fabiofrank's Avatar Member
    Join Date
    Mar 2017
    Location
    Berlin
    Posts
    53
    in the beta i had the issue that AI would see me through sandbag walls (top of the garage, where you steal teh car) and even shot me through the sandbags.
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  2. #12
    TickTak77's Avatar Senior Member
    Join Date
    Dec 2015
    Location
    Toronto
    Posts
    636
    Originally Posted by Zoream Go to original post
    Well here they are blind and deaf.

    https://youtu.be/erp-nbNlqqU
    BAHAH what!?!

    The radio music just completes that clip LOL
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  3. #13
    Normal difficulty, 3 skull zone. I'm prone among lots of plants. Because of the plants I hardly saw the target and missed a +400m shot with a silencer. Two filled cars spawned behind me with 8 guys instantly zeroing in on my location.

    Yeah, this game should be tagged "Fantasy" with all the magic going around.
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  4. #14
    I'm not having this issue.

    There are three levels of alertness. I don't know for sure how right I am about the details, but so far these are my assumptions;

    1) Suspicious. This seems to trigger when the enemy almost sees you, or hears you perform some action, but not enough to go fully alert. In this state they will tend to walk toward your last noticed position to get a better look, but if you're a decent jaunt away they rarely walk all the way over. This will get you caught in very close ranges or if you have bad cover. They also seem to have heightened alertness and will start to spot you from further away, and sometimes through foliage, unlike if you are completely unnoticed. If they are suspicious you want hard cover, but soft cover like bushes is better than nothing.

    2) Hunted. This is when the enemy knows for certain that you were in the area but has lost track of you. They will proceed directly to your last known position. If this is very far away, they will send a patrol instead (this is actually pretty clever on the devs part, because it means snipers can't depopulate a base merely by getting caught and watching all the enemies mill out of the place to hunt the sniper). If the hunt doesn't catch you, they will start to spread out and patrol the area. During this state the enemy is usually very alert, at least as alert as when they are suspicious.

    3) Engaged. This one is trickier. The enemy appears to know where you are at all times unless you can break line of sight with all enemies for some set period of time. This is a bit of a shortcut toward making the AI act intelligently without actually giving them deductive reasoning. The idea is that the enemy is making 'assumptions' about where you are located based on where they last saw you, where you seemed to be headed, and their assumed knowledge of their surroundings. Unfortunately this can sometimes feel like the enemy has clairvoyant powers (because in a sense they do), but it's a necessary shortcut, because AI is rarely as clever as a human opponent.

    This has been my experience. If you miss a shot on an enemy, that is looking right at you, they will notice you faster than if you miss a shot on an enemy with their back turned. The enemy with their back turned has to at least turn around before they can see your position at all. In all cases though, the alertness bar will work as designed.

    One problem is that there isn't really a state in between Suspicious and Hunted, where the enemy knows you are around but doesn't know your location. This means that if, as a sniper, you are not physically seen but cause enough of a stir to activate 'Hunted' mode, then the enemy will know basically where you are shooting from and will move to that position, thus also making it more likely for the enemy to spot you (as they are looking toward you). Even if it seems unlikely they could know where you were.

    My response to complaints about that is that the AI needs a bit of a helping hand, otherwise the entire game could be reduced to shooting fish in a barrel. Every base could be cleared by a sniper without any fear of reprisal, because the AI wouldn't really have the tools to locate you. So they have to 'know' even when it's unrealistic. It's a concession for the sake of engaging gameplay.
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