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Improved Squad AI


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#1
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I'm not sure if this has been discussed already but I sincerely hope that the A.I. of your squad is vastly improved in Mass Effect 3. When playing Mass Effect 2 I've noticed that your squadmates never take notice of the damage they recieve in combat so they end up dying a lot. When playing on Normal difficulty this isn't too much of an issue since most enemies aren't much of a threat. Playing on Insanity becomes a challenge though when you're squad doesn't know when they should shoot and when they should take cover. I know BioWare has said that they've done some work to improve enemy A.I. so that the game is more challenging but I hope they've also taken steps to improve your squadmates' tactics.

#2
Someone With Mass

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I don't think the taking cover part is much of a problem. I'm having a bigger problem with them staying in cover, and not lean out to take the first stray bullet to the face when their shields are down.

That, and they should know when to back up to cover further away from the enemy. That's not something I should have to order, that's common sense.

#3
100k

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I completely agree. I also want my squadmates to perform melee attacks (don't have to be omni tool attacks), and dodges and summersaults. I think Holmes stated that they were currently thinking about putting that stuff in the game for the squad mates, but hadn't fully decided yet.

#4
RocketManSR2

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I've discussed it before because it makes me rage every time I see them do something stupid. Which is a lot. >.>

#5
RocketManSR2

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100k wrote...

I completely agree. I also want my squadmates to perform melee attacks (don't have to be omni tool attacks), and dodges and summersaults. I think Holmes stated that they were currently thinking about putting that stuff in the game for the squad mates, but hadn't fully decided yet.


They've already got enemies doing it in that early demo. Wtf BioWare?

#6
sbvera13

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People that played the demo at ComicCon said that the squad AI was better. No real details though since the demo was of course short.

The ME2 AI is horrid. Not even worthy of the term "ai" since it's really just a timer. You can see the timer codes in the coalesced.ini file if you hack it. Get in cover. Fire 3 sets of 3 rounds. Cover for 2 seconds. Fire 3 sets of 3 rounds. Cover for 2 secs. Etc. It's no wonder they always die.

#7
100k

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RocketManSR2 wrote...

100k wrote...

I completely agree. I also want my squadmates to perform melee attacks (don't have to be omni tool attacks), and dodges and summersaults. I think Holmes stated that they were currently thinking about putting that stuff in the game for the squad mates, but hadn't fully decided yet.


They've already got enemies doing it in that early demo. Wtf BioWare?


Hey, that's my feeling too. 

But if it means that your squad kills most of the enemies in a level, then I suppose I could see devs having a problem.

#8
sephiroth199127

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Unless there is a big improvement to the engine its unlikely it will be improved that much however the jump in AI was big from ME1 to ME2. I would like the tactics system they have been using in DA lately. At least then I will feel like a squad leader.

#9
RocketManSR2

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Except that could be fun competition. It just means you need to pick it up a notch to match Garrus. Maybe have Garrus taunt you a bit. xD

#10
RocketManSR2

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sephiroth199127 wrote...

Unless there is a big improvement to the engine its unlikely it will be improved that much however the jump in AI was big from ME1 to ME2. I would like the tactics system they have been using in DA lately. At least then I will feel like a squad leader.


[If no shields>stay in cover] Ah, if only.... :unsure:

#11
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Someone With Mass wrote...

I don't think the taking cover part is much of a problem. I'm having a bigger problem with them staying in cover, and not lean out to take the first stray bullet to the face when their shields are down.

That, and they should know when to back up to cover further away from the enemy. That's not something I should have to order, that's common sense.

My thoughts exactly.

#12
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sbvera13 wrote...

People that played the demo at ComicCon said that the squad AI was better. No real details though since the demo was of course short.

The ME2 AI is horrid. Not even worthy of the term "ai" since it's really just a timer. You can see the timer codes in the coalesced.ini file if you hack it. Get in cover. Fire 3 sets of 3 rounds. Cover for 2 seconds. Fire 3 sets of 3 rounds. Cover for 2 secs. Etc. It's no wonder they always die.

That explains why they always react the same. I always wondered why they never tried to empty a full clip into the enemy.

#13
100k

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sbvera13 wrote...

People that played the demo at ComicCon said that the squad AI was better. No real details though since the demo was of course short.

The ME2 AI is horrid. Not even worthy of the term "ai" since it's really just a timer. You can see the timer codes in the coalesced.ini file if you hack it. Get in cover. Fire 3 sets of 3 rounds. Cover for 2 seconds. Fire 3 sets of 3 rounds. Cover for 2 secs. Etc. It's no wonder they always die.


Wow, that sounds awful.

#14
RocketManSR2

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That is so lame, Bioware.

#15
sbvera13

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100k wrote...

Wow, that sounds awful.


The stats are linked to each weapon, under "AIBurstFireCount" and "AIBurstFireDelay" if my memory serves.  It's why if you give somone a viper they stand there shooting over and over while taking hits to the face.  They're programmed to fire 4-6 shots and won't stop until they finish, and then wait 2-3 seconds and do it again, regardless of their health or shields.

#16
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sbvera13 wrote...

The stats are linked to each weapon, under "AIBurstFireCount" and "AIBurstFireDelay" if my memory serves.  It's why if you give somone a viper they stand there shooting over and over while taking hits to the face.  They're programmed to fire 4-6 shots and won't stop until they finish, and then wait 2-3 seconds and do it again, regardless of their health or shields.


That's something they should change to be more dependent on the shields and health, because I don't care that much about how often they fire. They can't fire if they're downed.

Or they should give you an option to change the AI behavior.

#17
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Someone With Mass wrote...

sbvera13 wrote...

The stats are linked to each weapon, under "AIBurstFireCount" and "AIBurstFireDelay" if my memory serves.  It's why if you give somone a viper they stand there shooting over and over while taking hits to the face.  They're programmed to fire 4-6 shots and won't stop until they finish, and then wait 2-3 seconds and do it again, regardless of their health or shields.


That's something they should change to be more dependent on the shields and health, because I don't care that much about how often they fire. They can't fire if they're downed.

Or they should give you an option to change the AI behavior.

I hope BioWare takes notice of threads like this and realizes how stupid that is. I don't play Mass Effect to be a lone wollf, I expect help from my squad. What good are they if they're not smart enough to know that taking bullets to the face is a bad thing?

#18
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Someone With Mass wrote...

sbvera13 wrote...

The stats are linked to each weapon, under "AIBurstFireCount" and "AIBurstFireDelay" if my memory serves.  It's why if you give somone a viper they stand there shooting over and over while taking hits to the face.  They're programmed to fire 4-6 shots and won't stop until they finish, and then wait 2-3 seconds and do it again, regardless of their health or shields.


That's something they should change to be more dependent on the shields and health, because I don't care that much about how often they fire. They can't fire if they're downed.

Or they should give you an option to change the AI behavior.

This. I'm actually suprised BioWare never thought of doing that before with Mass Effect. I can't remember if KotOR allowed you to switch up your squadmates' behavior but I know the second one did. Even Jade Empire has an option of switching your party member from attack to support behavior.

#19
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Kotor had 3 AI modes, Attack, Jedi/Droid support (aka attack plus powers) and grenade support (aka attack plus grenades). Pretty simple, but there was no cover or anything and it was essentially turn based so it worked. ME2 was definately a big dissapointment squad wise. At least ME1 had more powers for them to use, especially the defensive ones.

#20
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sbvera13 wrote...

Kotor had 3 AI modes, Attack, Jedi/Droid support (aka attack plus powers) and grenade support (aka attack plus grenades). Pretty simple, but there was no cover or anything and it was essentially turn based so it worked. ME2 was definately a big dissapointment squad wise. At least ME1 had more powers for them to use, especially the defensive ones.

I think BioWare could make it work somehow in a cover based shooter.

#21
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Someone With Mass wrote...

I don't think the taking cover part is much of a problem. I'm having a bigger problem with them staying in cover, and not lean out to take the first stray bullet to the face when their shields are down.

That, and they should know when to back up to cover further away from the enemy. That's not something I should have to order, that's common sense.

I just saw something related to what you said while fighting the Collectors on Horizon that I had never really seen. I ordered both of my squadmates to fire at a Harbinger possessed Collector so he was being overwhelmed a bit. He did the smart thing and backed out of the room and retreated a fair distance around the corner. If squad A.I. could do something as smart as that there would be less problems.

Modifié par jreezy, 29 juillet 2011 - 09:43 .


#22
Eurhetemec

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Someone With Mass wrote...

I don't think the taking cover part is much of a problem. I'm having a bigger problem with them staying in cover, and not lean out to take the first stray bullet to the face when their shields are down.

That, and they should know when to back up to cover further away from the enemy. That's not something I should have to order, that's common sense.


It's interesting ME2 that on some very rare occasions they do seem to do the smart thing, and retreat to further cover. They just don't usually seem to do it. Hopefully in ME3 they can be smarter and not stay in cover whilst an enemy walks right up to them, not keep popping their head up as rockets fly at them.

Though the most amusing AI idiocy I ever saw was when Miranda decided ME2 was clearly actually Quake 2, and she was going to dodge rockets instead of get into one of the many available pieces of cover - including the one I'd ordered her to go to repeatedly!

So she stood there as three rocket-guys shot at her, dodging rocket after rocket (they were firing pretty much continually at her as there were three of them and she was the only person not in cover), I think about eight in total, before one finally clocked her in the face and she got hit by another two whilst stunned, and proceed to fly back through a doorway, downed.

Possibly I even shouted "THIS ISN'T QUAKE MIRANDA!" at the TV screen >.>

Anyway, here's to hoping the AI sharpens up a bit and actually dives for cover when rockets hurtle towards it. Also I hope that it learns to melee beyond just "I AM KRO-GAN!".

#23
lazuli

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sbvera13 wrote...

Kotor had 3 AI modes, Attack, Jedi/Droid support (aka attack plus powers) and grenade support (aka attack plus grenades). Pretty simple, but there was no cover or anything and it was essentially turn based so it worked. ME2 was definately a big dissapointment squad wise. At least ME1 had more powers for them to use, especially the defensive ones.


Yeah, but they'd shoot their powers (and bullets) into walls more often than not.  I'm glad the projectile attacks are instant hits for squadmates in ME2.  I've seen more than my fair share of Carnages sunk into piles of crates.

#24
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jreezy wrote...
I just saw something related to what you said while fighting the Collectors on Horizon that I had never really seen. I ordered both of my squadmates to fire at a Harbinger possessed Collector so he was being overwhelmed a bit. He did the smart thing and backed out of the room and retreated a fair distance around the corner. If squad A.I. could do something as smart as that there would be less problems.


Yeah, I've seen enemies retreat a lot too. Shouldn't be that hard to make the squad do it as well. 

I know that I might tell them to go to a certain point, but I won't be mad at them if they decide to break off and run back a bit, because I would've done the same thing if an enemy is all up in my face. Especially if the enemy is carrying a flamethrower.

Modifié par Someone With Mass, 29 juillet 2011 - 10:08 .


#25
crimzontearz

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there is also the issue about them not following commands right or waiting a good 3 seconds before executing

but yeah......I have still nightmares about my insanity runs where I would put them in cover and they would just get out and go rush harbinger for funzies