🛈 Announcement
Greetings! Ghost-Recon forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game.
  1. #1

    [FEEDBACK][SUGGESTION] Current Enemy AI

    Hey guys,

    I just wanted to talk about an oddity that I've noticed in game recently. Enemies, in particular enemies as part of a reinforcement group, seem to have my location even when I'm supposedly concealed or out of a hunted status. This is most noticeable with vehicles. I've watched Unidad vehicles pursue me off road, taking a direct route toward my location even when they could not possibly know where I am. Just now an SB helicopter pursued the unarmed food drop helicopter I was in through mountain passes for miles without ever having direct line of sight.

    Now on high (low) tiers (I'm currently tier 1) I have to contend with enemies that have superhuman aim and reflexes but now it seems they also have extra sensory perception and, folks? That just ain't fair. lol

    Right. So I've said my piece but I've also heard this mentioned in several discord chats so I'm not an isolated case. There is something wonky with the enemy detection system lately.
     1 people found this helpful
    Share this post

  2. #2
    Hunenmensch's Avatar Banned
    Join Date
    Dec 2018
    Posts
    74
    Agreed. Other, similar, favorites include flying an explosive drone into a building, detonating it to kill the targets, and the other hostiles in the camp immediately zero in on my position 200+ meters away and very well hidden, and come straight for me.
     1 people found this helpful
    Share this post

  3. #3
    Frag_Maniac's Avatar Banned
    Join Date
    May 2006
    Posts
    3,883
    You didn't really say whether you'd done anything to draw alert prior, like a missed shot or something. Even in those situations they only can roughly estimate you're last presumed position, and will go to that spot. You can actually use this to your advantage and for instance circle around to tag a convoy while they're looking where you were.

    I have not found the enemy AI detection scripting to be a problem even on my full Tier Level 1 play through on Mission Replay. Yes, they do have superhuman shot accuracy and vision on Tier Level 1 once alerted, but the player should know how to work around it by the time they get to that point.
    Share this post

  4. #4
    MikeWeeks's Avatar Senior Member
    Join Date
    Nov 2014
    Location
    So. Calif.
    Posts
    5,741
    Agreed. By the time you're in Tier a player should have a pretty darn good idea how it all works, and use it to your advantage. Naturally it's possible to do some testing given any particular situation, but in theory that's a conscious decision, versus a WTF moment.
    Share this post

  5. #5
    Virtual-Chris's Avatar Senior Member
    Join Date
    Nov 2014
    Location
    Vancouver, BC
    Posts
    5,695
    Originally Posted by Hunenmensch Go to original post
    Agreed. Other, similar, favorites include flying an explosive drone into a building, detonating it to kill the targets, and the other hostiles in the camp immediately zero in on my position 200+ meters away and very well hidden, and come straight for me.
    Yes, this is a good example of lazy programming where any noticeable attack (whether gun fire or explosion) will have them pinpoint your last known location. There should be a difference between attacks that may be localized and ones which can’t.

    Their behaviour in response to your missed shot or explosion is so predictable, it’s actually become a valuable tactic for drawing half an outpost out in the open. In my Lone Wolf play, if I miss a shot that gets me hunted, I’ll drop a couple proximity mines as a nice surprise for the search party before I move

    I have found myself impressed by the AI once in a while. For example, some guys that show up as part of a reinforcement response will just sit in their vehicles and eventually drive away under some circumstances where (I think) you’ve disengaged and either put some distance between you or otherwise disappear. And on other occasions, where I have engaged reinforcements, not all of them will make a direct line for your last known, some will take a flanking route and I’ve been caught by this and suffered the consequences of focusing on the direct path.
    Share this post

  6. #6
    GiveMeTactical's Avatar Banned
    Join Date
    Sep 2013
    Posts
    4,501
    Originally Posted by Frag_Maniac Go to original post
    You didn't really say whether you'd done anything to draw alert prior, like a missed shot or something. Even in those situations they only can roughly estimate you're last presumed position, and will go to that spot. You can actually use this to your advantage and for instance circle around to tag a convoy while they're looking where you were.

    I have not found the enemy AI detection scripting to be a problem even on my full Tier Level 1 play through on Mission Replay. Yes, they do have superhuman shot accuracy and vision on Tier Level 1 once alerted, but the player should know how to work around it by the time they get to that point.
    Originally Posted by MikeWeeks Go to original post
    Agreed. By the time you're in Tier a player should have a pretty darn good idea how it all works, and use it to your advantage. Naturally it's possible to do some testing given any particular situation, but in theory that's a conscious decision, versus a WTF moment.
    While I can agree with both of you, it does show the poor attempt to code a good ai. I don't know if this is lazy programming but it sure is not a huge effort in their part to make or create a good shooter and personally, I don't believe this is a good tactic but more of a band aid or work-around, kinda like knowing where they will be or spawn.

    I also have noticed that if I take on a convoy, kill the driver and passenger far away from where we are and sit there for a minute or so, when I get to the truck, the thugs have already vanished and I don't even have to fight them... which is not really what I want to be honest.

    I must confess that more times than not, I open the game and I leave it on while I browse the internets, this forum or even walk away from my PC for long periods of time, hence, why when I come back the convoy is still there but not the goons?
    Share this post

  7. #7
    What would it take to create an universal AI for Ubisoft's open world games with neural networks?

    I mean, they have MOUNDS of data mined from their recent releases. Why not use that to create an AI that can match human players' tactics without cheating?
    Share this post

  8. #8
    GiveMeTactical's Avatar Banned
    Join Date
    Sep 2013
    Posts
    4,501
    More time and money than they are willing to spend is my bet because I am sure they are very capable of doing so. On the other side of the token, if 99% of the people are making lines (wallets open) for eye candy and cosmetics why would a Company bother making what the 1% wants?
    Share this post

  9. #9
    GiveMeTactical's Avatar Banned
    Join Date
    Sep 2013
    Posts
    4,501
    More time and money than they are willing to spend is my bet because I am sure they are very capable of doing so. On the other side of the token, if 99% of the people are making lines (wallets open) for eye candy and cosmetics why would a Company bother making what the 1% wants?
    Share this post

  10. #10
    MikeWeeks's Avatar Senior Member
    Join Date
    Nov 2014
    Location
    So. Calif.
    Posts
    5,741
    Originally Posted by GiveMeTactical Go to original post
    ...
    I also have noticed that if I take on a convoy, kill the driver and passenger far away from where we are and sit there for a minute or so, when I get to the truck, the thugs have already vanished and I don't even have to fight them... which is not really what I want to be honest.
    ...
    I've also encounter that - when you sync shot from a extremely long distance and w/o clear LOS for any sniping. Then not close on the convoy immediately. It can happen when I make a last-minute decision "squirrel!" to stop/tag a convoy which is moving away (versus towards) from my current position.

    Within the game code there appears to be a difference for when objects de-spawn combined with the player's action.
    Share this post