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

Could be awesome if that is true... Thanks in advance!

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