I'll keep this brief, the enemy AI on challenge mode is straight up ridiculous.
What I expect from a good AI in a challenging mission are enemies that hit hard, are hard to kill, and use tactics and positioning effectively in an attempt to take me down.
What we have right now is a bad AI that hits hard, is hard to kill and makes immersion breaking yolo sprints behind your cover despite having a ranged weapon. I'm not talking about the rusher enemies, those are supposed to do that and have an appropriate weak point and a total lack of ranged weaponry to compensate for the fact they're in your face. It's everything else, the gunners, heavies, mechanics I've even had a medic do this. It's annoying, it's immersion breaking, it's mechanically inconsistent and it's a BS way to add difficulty.
you have a GS450 set with usable skills for your gun and skills? your team have this too? you used the cover system and tried be more smart them enemies trying flank them? supress fire to throw grenades, focusing in one each time? priorizing targets by threat ?
its a tactical cover looter shooter, isnt simply rush to them and shoot in their faces 30 bullets until them die.
Did you even read my post? I said nothing about having any of the issues you've mentioned. The AI is clearly not working as intended if it's telling a guy with an assault rifle to sprint through my teams fire to stand three feet behind me and point blank shoot me in the face, rather than using range and cover against me.Originally Posted by GeneralPDA Go to original post
what build are you and your team running? and who y'all facing up against? do you have damage to elites on attributes and talents? for flanking try using fire turrets and place it near you or where flanking is possible. save your special bullets try not to use them until you really need them...... like GeneralPDA said trying flanking them before they do you, the longer you sit in one area the easier it is for them to focus on you.
None of this matters, they aren't flanking me, they're sprinting up to my cover and point blank shooting me in the face at melee range.Originally Posted by TheGranMasta Go to original post
It doesn't matter how I keep them away, ranged enemies aren't supposed to behave like rushers and sprint into melee range, why even give them a gun in the first place if they're going to dance around in the open at melee range?Originally Posted by GeneralPDA Go to original post
I will agree with the grenadier type and the tactician AI. I think they should stay back a bit more somewhat as the snipers do. but I also think they should try to get somewhat closer but not melee range closer.
I also think the tactician and the grenadier guns should not hit as hard as they do i think their specialties should hit hard but not their other weapons. I can say I never had your issue with any of them coming up to me in the way you describe.
The factions are split into tiers, or level of difficulty. Hyena's are your typical idiots with hive mind intelligence, and True Sons coordinate better among themselves. Each faction seems to increase difficulty, or level of tactics that they enforce on the player, providing a challenge as the game goes on. Not that it is by any means perfect, but its a hell of a that better than the first game.
Which, by the way, the first Division has similar difficulty among the factions, but is far more limited. Certain enemy types need tweaks in behaviour patterns, though I cannot say I have experienced enemy units aside from Rushers, Shotties, any enemy type that needs to be within close range just straight up bum rush my position.