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Showing content with the highest reputation on 01/24/21 in all areas

  1. 2 points
    I made a web version of the rotation tracker: https://aw.nikr.net If anyone have any feedback I would love to hear it.
  2. 2 points
    The AI operates on exact the same ruleset that players have, so I'm curious as to why you think the AI should have their shared vision removed. I often see people complaining about "AI aim bot" without actually knowing what the AI does to achieve the accuracy that players experience. The AI does not "cheat" by removing the shot spread to make every shot pin-point accurate, nor does the AI reduce the accuracy penalties for moving or traversing to allow it to make unrealistic snap shots. All of my experience in the game indicates that the AI operates on the same set of rules that players have when it comes to making accurate shots, and that a player can theoretically duplicate any shot that a bot makes. The basic behavoiur of the AI is as follows: At short distances (less than about 100-150m away), the AI knows where all of the armour weak spots are, and will aim for them if they are visible At long distances (more than about 100-150m away), the AI will aim for center of mass The AI can lead moving targets, but in order for this to matter either the target will be showing their weak side armour or the range will mean that AI is aiming for center of mass The AI has no trigger discipline, and will always shoot the instant their gun is both loaded and pointed at the target without waiting for the gun to aim A few scenarios that are often brought up: "The AI shot me while it was moving at full speed from 200m away" - The accuracy penalty for moving is often small enough for players to make this kind of shot more often than they miss. This is something that players can reliably do if they are shooting at a stationary target or are good at leading moving targets "I was moving at high speed and the AI shot me from halfway across the map" - Any gun in the game is accurate enough to do this when fully aimed. This can be replicated by players, but you need to be exceptionally good at leading moving targets at long range in order to do it "The AI did a 180 degree snap shot and hit me" - I have never seen an AI manage to do this past about 150m, nor have I ever managed to do this past said range. The accuracy penalties for traversing the hull and turret are usually too large for this to be possible at anything other than relatively short ranges. However, inside those relatively short ranges this is something that is entirely possible for both players and bots to do Missiles are an entirely different beast when it comes to the AI. The missiles that the AI uses are the exact same missiles that players have access to, with the same maneuverability and the same venerability to soft-kill APS. However, the way the AI works pushes the performance of the missile to the extreme. The AI actually makes corrective commands to the missile many times per second, meaning that any potential factor that might cause the missile to miss (the player moved, the player's soft-kill APS tried diverting the missile) are accounted for near-instantaneously. This as far as I can tell, this is the only thing the AI does that cannot be replicated by a human player since the reaction time and amount of precision required are far beyond what any human is capable of. It might be possible to make the missiles less punishing for players by reducing the frequency that the AI corrects the missile's flight path, but this could very easily be overdone to the point where AI missiles are just unguided rockets. I'm going to guess that you're referring to the lieutenants here, as all of the other bot types have vision ranges that are quite often lower than that of a player vehicle of the same type. While lieutenants get the standard PvP view ranges, the bots and players get the reduced PvE view ranges (which are about half of what the PvP view ranges are). However, while players can use commander skills and retrofits to improve their view range, camo factor, and foliage spotting/concealment values, the bots cannot. The end result is that players with a good build and positioning can spot and gun down regular bots without any risk to themselves, while lieutenants require a level of caution from players befitting of their mini-boss status.
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