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  1. #21
    AI BLUEFOX's Avatar Senior Member
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    @whitelion1284, you might be interested in the article linked below which was copied from a report I put into the Dev team. I'm resigned to the likelihood that we won't see changes in Wildlands, but I know the report was discussed and debated in Paris, so it's worth us keeping the pressure on for future games.

    http://www.ghostrecon.net/all-news/w...lands-team-ai/
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  2. #22
    GiveMeTactical's Avatar Banned
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    Whitelion1284, you are not alone in thinking the AI needs about a year's worth of more tinkering... more if you are not willing to spend 899 plus hours learning their pros and cons.

    On the other hand, once you learn that what they were selling was a coop game and the solo campaign was an after thought you'll enjoy the game but will still have that sour taste in your mouth of what could have been if they only spend a little more time coding the gameplay.
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  3. #23
    Frag_Maniac's Avatar Banned
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    Originally Posted by Whitelion1284 Go to original post
    Thanks for the suggestions (I want to say fellas but don't want to offend anyone of the feminine persuasion). Much appreciated. Blowing multiple doors helps and deliberately sending them upstairs followed by the fire command seems to seal the deal. You know that's another peeve, though. I thought once the "FIRE" order was given that any move command carried the fire instruction with it ("Keep going!") but apparently it does not. Either that or it's situational and, once again, not intuitively apparent. Idk. I just really wish these idiots were a LOT more situationally intelligent and dramatically less god-like. Watching them march down the street without so much as bothering to take cover while mopping up entire platoons of unidad on extreme difficulty does leave me feeling a bit, uhm, lacking. I really do enjoy this game quite a bit but the squad dynamic is one hell of a check in the CONS column. You know follower NPC AI must be really difficult to code cos it's been a consistent frustration for me in a great many games across a number of genres.

    In any case, folks (that'll do, yeah?) thanks again for all the help and suggestions.
    Cheers

    PS - It really would be nice if they were smart enough to get out of the way of oncoming trains... *sigh*
    Thanks for at least acknowledging some methods work well. I don't really feel Fire should be an all purpose seek and destroy, because that would not only make it too easy, it's also damn hard to program squad AI to find and destroy nearby enemies and at the same time resist damage from heavies, turrets, etc in the process. They'd have to make them pretty much immune to going down to do that.

    What this is if Fire is used after GoTo commands is a very streamlined and much quicker version of what GR used to have in the slow methodical plot a path feature, and IMO, Ubi did well to take away their invisibility when issuing GoTo. More players should take note of this instead of only acknowledging the initial frustrations and ignoring what was said to work (you know who you are).

    If you insist the squad is unusable instead of trying such tactics, that's not a flaw with the game you're complaining about.
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