Left" tells me next to nothing in busy environment. Here I'd like to see Battlefield styled screaming and banter for aggression, sniper, shocked, scared and routed etc.Ĭurrently I find it extremely difficult to locate the enemy that my AI squad or even myself has called out even with gamehelpers enabled. Creeping along, checking every direction twice as well as the ground for trip mines and when shit lights up -all hell breaks loose! Hard to accomplish this with silent AI who don't seem to care whether or not they lose their pixeled existence. Shout Outs and Orientation: Remember when Arrma 2 promised us verbal taunts by the enemy? We need more of that -MUCH more! Again the thrill of jungle warfare is the sudden explosion of violence. Solution to these problems is unknown as there aren't really any games that pull off the ability for AI to appear realistic in both dense cqb areas and long range firefights up to 800m that I know of.ī. If your wearing all green that matches perfectly the surrounding flora yet have your green torso exposed thru an open section of plant geometry are you now plain as day? Then again, lowering AI's spotting distance via somehow letting it 'know it's in the jungle', could lead to ridiculously other stupid Ai behavior such as not being able to see a clear threat 300m out. How will this playout in dense jungle environment? With the current system I'd suspect Player would be last man on totem pole to know what and who the hell his squad is shooting at and where. in which Player seems to have no chance of either spotting or properly orienting himself to identify. It's all too common to hear the familiar callout: By commotion I mean lack of adjustment period either by animation, vocal or both that they may have indeed just spotted a threat before they attack. Spotting: Despite the endless debate whether AI see thru objects at players or not, it's pretty clear that these guys are built to spot things at very long ranges and quickly with very little commotion which earns them the Terminator-like nametag so often. Arma, having taken major strides for urban cqb since OFP via micropathfinding, leaning from corners and now suppression still has a long way to go to really nail the feel down.Ī. Games that excel in jungle warfare, the close cousin of urban cqb, tend to have their AI built for that scope, that is, a smaller radius of awareness and somewhat working camoflage that lends itself to ambush. Looks fantastic and lends itself to mystery, intriguing story lines and potentially great combat but posses quite a few concerns for current state of AI and this engine. The trailer looked real nice but was concerned at the lack of *cough* enthusiasm or statements regarding anything but the beautiful new landmass and dx12.
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