I would love it if the AI teammates would switch between their weapons as appropriate to the situation.
Imagine rolling up on a base, giving the "cleared hot" command, your guys sweep through quietly picking people off with suppressed ASRs and DMRs. One of them gets within 30m of an enemy and switches to a suppressed pistol or SMG to take him out - or even goes in for a melee kill. You're spotted, an enemy opens fire with a loud weapon, everyone on the base lights up with red icons - your guys immediately switch to shotguns and LMGs and start laying down hate (which they would also do if you give them a command "go loud"). Your shotgunner spots an enemy on a rooftop out of range and switches back to his ASR to take him out.
Customizing their secondary weapon would be awesome as well, of course. And hey - if the player chooses to give one of their teammates two shotguns for no good reason, then that teammate has to get up real close for sync shots.
Finally, in immersive mode, allow the player to set the number of primary weapons given to AI teammates - so they can be restricted to a single weapon just like the player, if desired. And again, when it comes to sync shots, make your bed and lie in it. Might see shotgunners creeping up to within 30m of their target and switching to a suppressed pistol.
Enemy behaviour changes: My friend and I were playing a sharpshooter and a medic and sniping a base. We saw a conga line of Breachers running at us over a field in the open. Weirdly the guys with shotguns didn’t do too well against a MK14 and M82. Now unless they employ WW1 enthusiasts as Breachers, I think they need a change to their behaviour. My suggestion is that they’re found defending bases and tend to hang around inside where their shotguns will be an advantage. A similar principle for heavies as well, they’re a defensive unit rather than finding them roaming the world alone. I’d also like to see the odd support gunner sporting an LMG mixed in with the riflemen as new unit. I’d also like to see them get staggered like players do, and reload weapons.
“Unidad Swarms” for Sentinel. At first have a few outriders on bikes arrive then buggies, maybe a drone support unit (more on drones later), then have helicopter support turn up (complete with ziplines or landing dismounts), and ultimately if the team really take the fight to sentinel have Wolf units turn up.
As for the Wolves, they’re supposed to be elite soldiers but really don’t feel special at all. For a start they look comical. There was some concept art hanging around it is million times better. First step is removing the trench coats. The second is a total overhaul of Wolf behaviour. Whatever the characters can do give the Wolves that as well. Wolf medics have a medic drone (though self-rez might need looking at), The Engineer totes a grenade launcher and has a powerful drone, Wolf engineers, assault and sharpshooters get the bonuses, and panthers can do melee takedowns if they get behind / close enough. Make it difficult to tell where they’re coming from as well to make them as a big a pain in the *** as Bodark in Future Soldier.
While I don’t particularly mind the drones, I do think they’re in need of an overhaul to make them a bit more believable. The damage they take seems inconsistent and seems to be based upon if they’re alert. My idea is based on a “drone resupply point” in each base. The drones have limited ammunition and then need to return to this automated supply point for a fresh batch of ammo. If sabotaged it will self-destruct when a drone comes to use it. Another idea is that a player can target specific systems on a drone. EG: hitting tracks slows or halts the drone.
The Drones
Succubus: Lightly armoured and mobile, can do the weird waggle dance. It mounts two SMGs with a capacity of 100 rounds.
Malphas: Slower than the succubus and not as manoeuvrable but mounts assault rifle equivalent weapons and two hundred rounds of ammunition.
Murmurs: Least mobile of the aerial drones but has a higher top speed and mounts an LMG equivalent weapons and four hundred rounds of ammunition.
WASP: These drones don’t use the resupply point but instead return to the Drone Operator for resupply after firing 10 rounds (They use pistols according to the cutscenes)
Incubus: Fast moving ground drown with assault rifle equivalent weapons and five hundred rounds of ammunition.
AYM: Slow moving but with more armour mounting LMG equivalent weapons and again with five hundred rounds.
AAMON: Like the AYM but slightly faster with 750 rounds of ammunition.
Behemoth: Reduce damage from firearms and increase damage taken from explosives. It has 5000 rounds of ammunition.
i think there was a bug on AI in SILVERBACK BOSS mission
1. i convey to the place with helicoper , then i do alert the guard,or wolf outside the cave, as i didnt know there was NPC out there. then there was resistance NPC around there too, he catch attention of wolf , then they are fighting.
2. so when i get inside the cave, the wolf have position them into alert position,look upward to the cave outside( u know what do it means)
3. just basically, command AI teammate to open fighting, silenceris removed. i and AI teammate clear more of wolf who are in above condition, look upward to the cave. then the rest come to us, they just go through the door, they didn't notice the AI, they are by the door, so i think it's a bug, NPC just didn't shoot them or something, excerpt me. so i think the bug is raising from new AI didn't work or notice by NPC, the NPC still in one man game mode as before, that can explain why they didn't see my AI teammate and shoot them, they are stone or like a object when in "stay there" command to AI
hi ubisoft, the enemy AI needs to be improve a lot, better response and reaction. Sometimes a group of enemies (3 that seems absurd to me) are heard on the radio that need support but never arrive, More realism is needed when identifying corpses or noises (when Nomad walks away after alerting enemies they return to their normal state CANNOT BE)
Enemy vision and perception is very poor and unreal the field of vision needs to be widened.
Can we get a difficulty option or an immersive mode setting that changes both detection distance and engagement distance? Having a firefight with AI at 150-200m after they spotted me walking through the open would be incredible for immersion. It would also really drive home the importance of stealth when moving through the world and give roaming patrols something to do instead of instantly dieing.
Fury seems especially confused about what it means to get you up as she tends to come over and sit on my face for up to 15 minutes rather than getting me back into the fight. Presumably fixit and vaseline stand around looking embarassed but there's no way of knowing as the camera gets annoyingly locked into corpseview.
I think the ai buddies have managed to get it right once or maybe twice since they arrived.
And they've got that classic wildlands feature of designated enemy stood exposed but somehow the ai are unable to spot them, they do also sometimes acquire the target but not bother shooting when told.
AI teammates sound exactly like the wildlands characters. Even the black guy fixit sounds whiter than white. They also don't shoot helicopters down, they don't switch weapons like you said they do. They once again can't be seen by enemy. The same 4 commands as wildlands is extremely underwhelming. A year plus to copy and paste wildlands, thanks for the lack of trying on that. Enemies still scream even shot in the head. Why the **** do I float in the air or do handstands when I go prone now? You cats can't get nothing right.