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Bioware Devs: RFI on AI Detection mechanism.


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#51
Lynx7725

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Spotted this in another thread.

CaptainTeabag wrote...

Enemies see right through cloak when ur scanning so I don't see any issue. Many a time I have cloaked and knelt down to scan something only to have a hunter come up and smack me in the face with the butt of his gun


Can I check if activating Objectives (in this case the capping objective, but hacking also does this) increases detection by enemy? There is a sound component and there is a visual effect...

#52
RonnyB

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I wonder if the Paladin receives, or at least should receive, some kind of bonus to be moved up on the priority (like the decoy) if he has his shield up.

Currently it seems like when the shield is up the enemies consider him in cover and is moved down the list unless he's the closest player to them. Even then it seems like they prefer other targets.

#53
GallowsPoleSpouse

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Wonder if that's why sometimes you get whacked with Shadow Strike. Something either heard or saw you and hat Guardian or Marauder is ready for you.

#54
Dorryn

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Brenon Holmes wrote...

Dorryn wrote...

If enemies can only see in a cone in front of them, why is it that when I throw a biotic at an enemy who's turning his back on me, half the time they'll dodge it?

 

That's a separate mechanic that really doesn't have anything to do with perception really - enemies just have the ability to dodge projectiles, there are % chances for that to trigger and various cooldowns.

An easy way to deal with them is either to shoot at them to trigger an evade, then immediately throw your power as they can't evade anymore (on cooldown). Or you can get the AoE evolutions on your powers and if you arc them down you'll hit even though they dodge (AoE tags them). Or just back to back powers if you have really short CDs.

Thank you for answering.

I usually play as an adept  with 200% cooldown bonus so back to back powers is usually what I do. From my experience no enemies can do two dodges in a row.

Still, allowing enemies to dodge powers coming at them from behind seems an awful lot like cheating to me. I mean there is that issue but you have to add the fact that they have lightning-quick reflexes : they can dodge a rank 6 throw at 1200 newtons cast only 2 meters from them. I can accept that from the geth (they do think at the speed of light after all) but from the others? That's over(s)kill.

#55
Lynx7725

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GallowsPoleSpouse wrote...

Wonder if that's why sometimes you get whacked with Shadow Strike. Something either heard or saw you and hat Guardian or Marauder is ready for you.

You're activating a power, ending movement within 3m of the target, is making an attack, is likely within his peripherial vision.. yeah, I think he detect you fine. It's just whether he's busy with something else, or is quick enough to turn.

#56
Catastrophy

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Brenon Holmes wrote...
...

There is some small amount of sharing, if a couple enemies are near each other they can pass information to each other (though this data isn't as good as them having seen the player for themselves). So if a Geth Trooper is standing next to a Prime, he can tell the Prime when he sees you. Then the Prime sort of knows where you are.

...


So they track their spottings individually by default? I thought they would all share player location info.
I'd call that fair play.
I actually often witness their tracking behaviour when I cloak and change position. They close in on my last known location and spray the area with fire.

Only the Prime seems to have superior spotting power. It is said a drone can spot cloaked players.
How far can it spot? Yesterday I resorted to just missile the last Prime on Gold as it always seemed to know where I was, regardless of distance (Rio: Central complex:Prime, Crates right in front of LZ: N7Shadow)

#57
ka243

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Brenon Holmes wrote...

 

ka243 wrote...

Im curious as to why banshees totally ignore decoys. Is the target priority messed up on them? This seems to be the case with brutes too. However brutes are interested in combat drones. Banshees seem to ignore those too. Maybe its a bug.

I always take shock on my decoys. Will enemies be more attracted to a shocking decoy than a non shocking one?


Certain enemies can't actually fight some of the player pets, mostly because the player pets don't have any proper collision... so melee attacks don't really work properly against them. Those types of enemies generally just ignore them (currently there are some bugs with that bit of code).


Thank you for the reply!  I suspected something was wrong with this.  I work as a software tester in my real life.  Just to clarify: which part do you consider to be a bug? That banshees ignore decoys or that decoys are immune to melee or both?  As the decoy is a projection and not a physical thing it makes sense to me that they should be immune to melee type attacks.

#58
neurovore

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This is indeed a good topic, and it is refreshing to see such openness from a dev. Thank you Mr. Holmes!

But I do have some questions as well, mainly of hyperbolic nature. I've seen a lot of "enemy wallhacking makes sense" kinds of comments. Personally, I started thinking "Why does it make sense?" There are obvious benefits, such as forcing the enemy into action immediately.

But I wasn't satisfied with it myself. Could there not have been an "explore behavior" for right after spawning? ie. the enemy simply starts exploring the battlefield, until first contact, after which the gunfire would draw the others in, possibly causing some flanking to occur. Sure, most of the time there's already gunfire going on when the enemy is spawning. But in order to encourage flanking, randomly choose a few midlevel units (hunters, pyros, centurions, brutes, anything semi-durable and reasonably fast) to explore for 10-15 seconds and then get drawn towards gunfire, unless they run into a "first contact" before that. Dunno. Just hyperbole, like I said. No effect on this game, but perhaps in the future.

And drones being able to crowd control Banshees due to glitches... This annoys me a fair bit. People are clamoring for difficulty, but instead of asking for AI-crippling issues to be fixed, they want a new difficulty level.

Modifié par neurovore, 27 juillet 2012 - 11:40 .


#59
M A F I A

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Since in here we got nice devs who actually answers questions I am gonna take advantage of that and ask a few things about AI behaviour which always made me curious.

1) Different weapons shoots have different sound intensity for instance a Geth SMG doesn't make as much sound as the loud bang of the Claymore. Does the AI hear more/better louder weapons as logic dictates or they are all alike to the AI and they hear all weapons the same way?

2) Tactical Cloak doesn't render you completely invisible (à la Predator) since a human can see another human cloaked if he has a trained eye or if he stands very close to it, my question is can the AI see cloacked players if they are close enough or ar they completely invisible to the AI? (Experience tells me they can kinda see you even while cloacked, less but they see you).

3) In a game like Diablo 3 certain enemies are coded to target the lowest/highest HP player, does this mechanic exists in ME3 as well?

4) Special Effects such as Fury's Black Aura or Justicar's Barrier do they make you MORE visible to the AI or these things do not affect the AI at all?

#60
Sabina261187

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I've got several good answers to my questions about the AI's gameplay in this thread, thank you for that Holmes.. :)

There is a few things I still can't figure out though.. When aiming at a nemesis with a sniper on gold/platinum, I always wonder, even though cloaked, and out of sight for a long time, and having new position, the second your cross hit's her head, she starts running is she was already a headless chicken, how can that be possible, do we cause a red light to strike her as well as she does to us? And also, I have noticed a new wall-hack-kinda ability, wich i don't know if it's a glitch or bug, or actual intentional to make it harder; on Glacier Platinum especially, the Banshee's can "teleport" through walls from the science lab and down to the extraction zone, even though you're running around a corner and become out of sight.. And even though other enemies are a lot closer and you're cloaked behind her she "moonwalk-teleports" backwards? And is there a sound difference to the enemies hearing-tracking if you're running contra walking? And final questions, since me and my buddies have been talking about it, and I like to think that way; does your decoy attract more attention when it's colored in awful Tutti-Frutti colors than if it was in total camuflage-color and then, does the enemy spot you more after destroying your decoy, because you just "teached" them to go after "you" as a decoy? :D Could be awesome if that is true... Thanks in advance! <3

#61
xXHAVOCXx

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So will these detection bugs (turrets attacking cloaked players, detection while teleporting, double geth rockets, decoys) be patched in the near future?

Also to mention about detections after using a medic gel where enemies immediately start attacking you before you even got up. Especially for phantoms and geth turrets, it kinda feel like being spawn camped when you're the last one alive...

#62
aeryk117

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Brenon - thank you for your thoughtful and descriptive comments in this thread.

#63
.458

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Question for Brenon...
I've noticed that almost every time I line up a long distance head shot of an enemy under cover, for say a nemesis, and some others as well, that they move very quickly after. It's like they know they've been lined up. This is consistent, and I'm pretty fast at this, I try to line up before zooming and fire and zoom simultaneously. Do some of the enemy have a perception to dodge scoped in head shots?

One reason I like armor piercing is that lining up a head shot on someone COMPLETELY behind cover never seems to cause them to run. Seems they do not know to run if they are under the misconception that they are in a safe spot (with good AP there is no safe spot if you can be seen).

Modifié par .458, 28 juillet 2012 - 05:16 .


#64
Untonic

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I love how complicated and techy this forum sounds, alot better than the usual grammar-mistaken urge to nerf :D

Interested though, especially the algorithms for Tac Cloak when it comes to Shadows.

#65
realgundam

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Brenon Holmes wrote...

Mozts wrote...

I have to say: This thread is awesome.

I know there was already a answer about a class and levels, but what about races? Do enemies target a big slow Krogan the same way they target a ninja-like Drell?


They do, but they're more likely to hit the Krogan (since he's bigger and slower). Enemies have a bit of aim lag, so if you're moving perpendicular to the direction of fire, you're a less likely to get hit... especially if you're moving extremely quickly.

Is it possible to get out the aim lag timing? so we know what kind of +mov speed to aim for.

#66
Xerorei

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Brenon Holmes wrote...

Lynx7725 wrote...

Can we get a Dev clarification on enemy detection algorithms?

<snip>


I'll go over a few of the systems and hopefully that will answer some of your questions? :happy:

Perception (Sight / Hearing)

Vision works within a cone and has a set radius. Outside of that cone and radius, they can't see. Enemies will periodically do LOS tests from their 'eyes' to the player, abiding by the peripheral vision cone and sight radius values.

There is some small amount of sharing, if a couple enemies are near each other they can pass information to each other (though this data isn't as good as them having seen the player for themselves). So if a Geth Trooper is standing next to a Prime, he can tell the Prime when he sees you. Then the Prime sort of knows where you are.

Hearing works within a radius but isn't as strong a type of perception as vision - it gives them a rough idea about where a player is. All sorts of things the player does trigger sound events... walking, firing your gun, using a power, dying... etc. You also generate sound when you fire past an enemy (they hear the sound of your shot flying past their head). From that they can get a general idea about where the shot came from.

Different types of sound make different amounts of noise...

Targetting is based on a whole mess of factors - there is no "aggro" system. Enemies will evaluate all the possible targets periodically (every second or so) and select the best one, if a different target is better (if they think they'd have a better chance of killing the other target), they'll often switch... though they do like to keep their current target if they're fairly close in terms of value.

Example Target Weight Factors:
* Range
* Stealth
* Old Target
* Player vs Henchman
* Perception
* "Good" firing arcs
* etc.


Given all these factors with detection, what can you tell us about how shadow strike works?

I've been across a map on my Shadow, the enemy is targeting my Devestator and Demolisher teammate, I cloak and execute shadow strike, the camera does it's fancy trace and pan and while I'm cloaked with sword above my head mid strike, the enemy turns around and melees me, knocking me out of the strike.

This has happened 2 out of 3 times everytime I use the power, always on Gold and Platnium.
Enemies I've noticed do this: Geth troopers, hunters, primes, pyros | Reapers: Brutes, Banshees, Marauders, and the basic shooting ones (Forgot the names). | Cerberus: regular foot soldiers, Guardians (90% of the time they do this too), Phantoms, Engineers.

Pretty much every enemy is acutally cheating shadow strike and pre-viewing the supposedly hidden and lethal strike, I get lucky sometimes and get one but realistically speaking they more often than not detect me before I've even completed the power.

This happens whether I'm alone or in a group, whether they are in a group or alone, I'm thinking latency is playing an issue here. What exactly does the algorithim take into effect when searching random matches, I always end up with people from Eastern Europe or Asia, I'm talking Estonia, Russia, Thailand, Signapore, Lateriva, etc, and I'm living in Memphis, Tennessee.

#67
Brenon Holmes

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mrwizeguy wrote...

Since you brought this up , i would like to ask a few more things.

Let me clear a few things first. We know that enemy has a shooting delay ( for example geth hunter has 0.25sec ) is this the "aim lag" you are talking about or is it another factor?

So , my question here is , if you run past the ememy behind him , is there a turning speed value calculated or regardles the angle you will be shot at a .25s rate?

I find that the enemy has no "sensitivity" turning speed values set and has amazing speeds at lock,turn,shoot.

(Different factor)

There's a couple things there - enemies have a sort of fire point. A position in space that they aim at for their shots, as you move that point lags a bit behind you (it sort of simulates what might happen to a real person trying to keep a bead on a target).

They also have accuracy computations that affect the spread of their shots, these are affected by things like:
* If they've just turned
* Is the target moving
* are they moving
* did they just notice the target
* etc.

Lynx7725 wrote...

Can I check if activating Objectives (in this case the capping objective, but hacking also does this) increases detection by enemy? There is a sound component and there is a visual effect...


I believe there's a "sound" that enemies can hear when you activate something.

Dorryn wrote...

Still, allowing enemies to dodge powers coming at them from behind seems an awful lot like cheating to me. I mean there is that issue but you have to add the fact that they have lightning-quick reflexes : they can dodge a rank 6 throw at 1200 newtons cast only 2 meters from them. I can accept that from the geth (they do think at the speed of light after all) but from the others? That's over(s)kill.


Well, they still have to obey certain laws... a dodge doesn't mean they automatically dodge the power. If you run up to a Trooper and fire off a power, he'll try to dodge... but still probably get hit by the power anyways... since it takes him a bit of time to clear the space that your power would pass through. :happy:

dr_random wrote...

Only the Prime seems to have superior spotting power. It is said a drone can spot cloaked players. 
How far can it spot? Yesterday I resorted to just missile the last Prime on Gold as it always seemed to know where I was, regardless of distance (Rio: Central complex:Prime, Crates right in front of LZ: N7Shadow)


Well, the Prime may have been peeking at your actual location - depending on the situation. If you were alone, or the only player left it's possible that he was peeking to see where your actual location was... so he could function at least a little... instead of sitting on his hands. :happy:

ka243 wrote...

Thank you for the reply!  I suspected something was wrong with this.  I work as a software tester in my real life.  Just to clarify: which part do you consider to be a bug? That banshees ignore decoys or that decoys are immune to melee or both?  As the decoy is a projection and not a physical thing it makes sense to me that they should be immune to melee type attacks.


It's a bug that the Banshees target them... they're flagged to ignore certain types of player pets, but they don't always.

neurovore wrote...

But I wasn't satisfied with it myself. Could there not have been an "explore behavior" for right after spawning? ie. the enemy simply starts exploring the battlefield, until first contact, after which the gunfire would draw the others in, possibly causing some flanking to occur. Sure, most of the time there's already gunfire going on when the enemy is spawning. But in order to encourage flanking, randomly choose a few midlevel units (hunters, pyros, centurions, brutes, anything semi-durable and reasonably fast) to explore for 10-15 seconds and then get drawn towards gunfire, unless they run into a "first contact" before that. Dunno. Just hyperbole, like I said. No effect on this game, but perhaps in the future.

And drones being able to crowd control Banshees due to glitches... This annoys me a fair bit. People are clamoring for difficulty, but instead of asking for AI-crippling issues to be fixed, they want a new difficulty level.


Well, I think you could look at this one of several ways:

* If we did have an explore behaviour - they'd explore for a short duration (as you point out), then have contact with the player force and start to fight... from that point on, you'd basically have what you have now for all intents and purposes.

The issue being that we would have had to make additional behaviours (patrol? search?), plus ambient behaviours... (if the players are all cloaked... the enemies need to look somewhat intelligent while sitting around doing basically nothing). The feature set for the AI starts to get a bit out of hand when you start including all these additional behaviours that don't necessarily support the primary gameplay... :happy:

* We don't really have stealth gameplay across all classes... so while it might be pretty interesting for one of six classes, it isn't really something that everyone could benefit from easily.

* Narratively, you're being inserted into a hostile space... I think it's fairly reasonable to assume that they know you're coming.

Modifié par Brenon Holmes, 28 juillet 2012 - 08:09 .


#68
Brenon Holmes

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 [quote]M A F I A wrote...

Since in here we got nice devs who actually answers questions I am gonna take advantage of that and ask a few things about AI behaviour which always made me curious.

1) Different weapons shoots have different sound intensity for instance a Geth SMG doesn't make as much sound as the loud bang of the Claymore. Does the AI hear more/better louder weapons as logic dictates or they are all alike to the AI and they hear all weapons the same way?
[/quote]

Different levels of AI sound didn't really make any kind of noticeable difference for the player... so all guns make the same amount of sound for the AIs. The only difference is how sensitive their hearing is.

[quote]
2) Tactical Cloak doesn't render you completely invisible (à la Predator) since a human can see another human cloaked if he has a trained eye or if he stands very close to it, my question is can the AI see cloacked players if they are close enough or ar they completely invisible to the AI? (Experience tells me they can kinda see you even while cloacked, less but they see you).
[/quote]

Nope. If you stand perfectly still and don't do anything... an AI passing by can't see you at all.

[quote]
3) In a game like Diablo 3 certain enemies are coded to target the lowest/highest HP player, does this mechanic exists in ME3 as well?
[/quote]

Nope.

[quote]
4) Special Effects such as Fury's Black Aura or Justicar's Barrier do they make you MORE visible to the AI or these things do not affect the AI at all?
[/quote]

Nope, cosmetic elements don't affect which targets they'll focus on. :happy:

[quote]Sabina261187 wrote...

I've got several good answers to my questions about the AI's gameplay in this thread, thank you for that Holmes.. :) 

There is a few things I still can't figure out though.. When aiming at a nemesis with a sniper on gold/platinum, I always wonder, even though cloaked, and out of sight for a long time, and having new position, the second your cross hit's her head, she starts running is she was already a headless chicken, how can that be possible, do we cause a red light to strike her as well as she does to us?[/quote]

The Nemesis will react to being flanked - which is what it sounds like is happening in your description. She does't know you're aiming at her - but it's possible that another player has moved into position to flank her... that makes her scared... and she runs away.

[quote]
And also, I have noticed a new wall-hack-kinda ability, wich i don't know if it's a glitch or bug, or actual intentional to make it harder; on Glacier Platinum especially, the Banshee's can "teleport" through walls from the science lab and down to the extraction zone, even though you're running around a corner and become out of sight.. And even though other enemies are a lot closer and you're cloaked behind her she "moonwalk-teleports" backwards? And is there a sound difference to the enemies hearing-tracking if you're running contra walking?[/quote]

Once the Banshee starts teleporting towards you - she'll continue to do so along the path she originally planned, regardless of whether you cloak or not. Walking will generate the same noise as running - but it generate the footstep events less frequently.

[quote]
And final questions, since me and my buddies have been talking about it, and I like to think that way; does your decoy attract more attention when it's colored in awful Tutti-Frutti colors than if it was in total camuflage-color and then, does the enemy spot you more after destroying your decoy, because you just "teached" them to go after "you" as a decoy? :D Could be awesome if that is true... Thanks in advance! <3[/quote]

hehe, nope... sorry.

[quote]xXHAVOCXx wrote...

So will these detection bugs (turrets attacking cloaked players, detection while teleporting, double geth rockets, decoys) be patched in the near future?
[/quote]

I'm not sure that those are necessarily bugs... turrets use the same systems as other enemies. So if you cloak, they'll continue to fire at the location they think you were at.

By "detection while teleporting", I assume you're referring to the Shadow? It's not really clear what's going on there yet - so I can't really say what's happening (just my earlier guess). :happy:

We're always fixing issues, but there's a fairly big list of SP and MP issues that are addressed with each patch and only so much time to do each one in... so I can't really make any promises beyond bringing up the issues you've mentioned.

[quote]
Also to mention about detections after using a medic gel where enemies immediately start attacking you before you even got up. Especially for phantoms and geth turrets, it kinda feel like being spawn camped when you're the last one alive...[/quote]

I am kind of curious... what would you expect them to do in that case? You do currently have 100% immunity to damage until you regain control...

[quote].458 wrote...

Question for Brenon...
I've noticed that almost every time I line up a long distance head shot of an enemy under cover, for say a nemesis, and some others as well, that they move very quickly after. It's like they know they've been lined up. This is consistent, and I'm pretty fast at this, I try to line up before zooming and fire and zoom simultaneously. Do some of the enemy have a perception to dodge scoped in head shots?
[/quote]

Nope, they're on a semi-random timer and move around a bit periodically to keep things interesting.

[quote]
One reason I like armor piercing is that lining up a head shot on someone COMPLETELY behind cover never seems to cause them to run. Seems they do not know to run if they are under the misconception that they are in a safe spot (with good AP there is no safe spot if you can be seen).
[/quote]

They will actually remember that they got shot in the cover and let others know that it's not a great place to hang out... but if they can't see you they can't really figure out what would be a better place to hang out - so that's probably what you're seeing. :happy:

[quote]realgundam wrote...

Is it possible to get out the aim lag timing? so we know what kind of +mov speed to aim for.

[/quote]

Ah... it's something like 4 meters a second or something like that. Fast enough to catch up to a player moving at full run speed (not storm speed). (I can't remember off the top of my head, sorry)

Modifié par Brenon Holmes, 28 juillet 2012 - 08:27 .


#69
soldo9149

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Thanks for answering all these questions Brenon Holmes.

#70
Brenon Holmes

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Xerorei wrote...

Pretty much every enemy is acutally cheating shadow strike and pre-viewing the supposedly hidden and lethal strike, I get lucky sometimes and get one but realistically speaking they more often than not detect me before I've even completed the power.


I'm not really sure about the specifics of the power, I haven't really looked at it (not at work right now either, so can't really peek at it)... but I'd guess it's either one of two things. Either you're making noise when you teleport behind them and the enemy hears it... or you're not actually "cloaked" at the new location when you do the strike.

I'd really have to debug it to know what's going on for real.

What exactly does the algorithim take into effect when searching random matches, I always end up with people from Eastern Europe or Asia, I'm talking Estonia, Russia, Thailand, Signapore, Lateriva, etc, and I'm living in Memphis, Tennessee.


Heh... that I couldn't say... I don't know much about the matchmaking systems. :happy:

soldo9149 wrote...

Thanks for answering all these questions Brenon Holmes.


No problem! I'm always up for some nice civil discussion.... plus the stuff I'm working on now is starting to wind down, so I have a bit more time to chat... or sleep... -_-

Modifié par Brenon Holmes, 28 juillet 2012 - 08:33 .


#71
M A F I A

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Thank you very much for your answers Brenon, I really like AI as a topic and you've been quite helpful on that matter.

#72
reioni

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Brenon Holmes wrote...


It's a bug that the Banshees target them... they're flagged to ignore certain types of player pets, but they don't always.


Ok this post has answered most of my questions about when Decoy fails it's mostly due to someone drawing the enemy's attention away from the decoy but you're saying there are certain enemies it's NOT supposed to agro.  Does this include a decoy with shock traited to help draw the attention?  Or is it shock that's causing the bug to happen and drawing their attention?  Also, are banshees the only ones that are supposed to ignore the decoys (because it seems like when a well place/use decoy is ignored it's by an elite [atlas, prime, etc])?  The description on the skill itself doesnt specify that certain targets will ignore it.  It just says "Distract opponents with this decoy".  I had always thought there was just a chance that the elites might "see through" the deception of the decoy.

Shadow Strike -  I had a wierd bug where i came around a corner a good distrance from a Non-leaping Banshee, far enough away I wasnt worried about magnet hands and to get some distance from her I Cloaked and then used Shadow Strike on a target farther behind her.  As I was using my space magic to fly though the air with shadow strike, when i whooshed past her, before i had landed at my target, good ol' magnet hands McBanshee grabbed me mid air.  Shouldnt I have had less weight because I was cloaked?  How does your system justify that one?

Fury (and I think these questions work for slayer as well be I dont have one) - 2 questions about this one. 

When you dodge through a wall how does that effect your threat wieght?  I do realize you are now out of their LOS but they dont really see where you've gone from there (did you go left, right or straight) are they going to "cheat" and see what direction you ran off in before you are in their LOS again?

Second question.... those Banshee Magnet hands...I've poofed through a wall away from a banshee and she has somehow managed to teleport just her hands through the wall and pull me right back in to the room.  The time between my poof and my surpise reapperance thanks to Magnet Hands McBanshee I thought would have been sufficient to account for server lag.   I guess this would go back to my first question on the fury/slayer and ask is the threat just the same even though you're now out of the line of site and she bugged and grabbed me or was this just a very wierd server lag thing?

EDIT:  In the long amount of time it took me to write this it looks kinda like you answered my Shadow question.  BUT I'm leaving the info up there cus it was an interesting bug.

Modifié par reioni, 28 juillet 2012 - 09:29 .


#73
haisho

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Interesting question: does suppressive fire force the AI into a defensive position, or will they move as they normally would?

Modifié par haisho, 28 juillet 2012 - 09:25 .


#74
.458

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I also want to thank Brenon for his replies. Feedback is incredibly nice to have.

I was just thinking, because of replies above, it might be nice to have a new attachment to weapons: A supressor to eliminate enough noise to become even harder to find. That's a big part of the real world sniper. Also for people who don't lose their hearing. Hmm, one more thing...since walking makes noise, and so do weapons, it would be fun to have gear for quiet walking, and suppressor for weapons. Detection is a huge part of the game.

Modifié par .458, 28 juillet 2012 - 10:09 .


#75
NewStrings

NewStrings
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Brenon Holmes wrote...

Also to mention about detections after using a medic gel where enemies immediately start attacking you before you even got up. Especially for phantoms and geth turrets, it kinda feel like being spawn camped when you're the last one alive...


I am kind of curious... what would you expect them to do in that case? You do currently have 100% immunity to damage until you regain control...


I know I'm going back a bit here, but this is a frustrating issue. When you say that we have 100% immunity until we regain control, you're talking AI time. If I go down beside a Phantom (I know, my fault for dying, but still), the Phantom camps my corpse even though there are three other people alive on the map. And if I medi-gel she hits me within a hundredth of a second of regaining control and I'm insta-killed at worst, or dead again at best. It's all very well having immunity until you regain control but if you can't do anything (e.g. escape, shoot, fire a power) before getting killed again then it's pointless.