Have you tested it yourself? If so, I hope the devs will include this tweak in an official patch/update :3
So I have tested this in We got Hostiles. It does fix them being Omniscient, and fixes their crackshots as well as distance. It also fixes their “We’re trying to get through a closed door and failing!” bug a bit. when they lose sight of you, they just stand there. When opening one of the fire doors, I threw a nade under the door and they ran. they didn’t just ignore it like previous playthroughs, so good work twelve eyes.
Awesome
Definitely gonna give that a try when I get home.
Something related that I posted in another thread:
Has anyone else noticed the soldiers like to just stand out in the open shooting at you a lot of the time? Always happens to me on the dam. If I shoot at them, they just stand in the middle of the road firing constantly. Shouldn’t they bolt for cover? Try flanking me? These marines practically behave like turrets at times.
In what situation do they come at you before you approach them and trigger that, though? I’m not saying that they don’t come directly to you, wherever you may be, but you most certainly do need to trigger them for that to happen. It’s not perfect, but it’s better than them forgetting all about you as soon as you turn a corner.
But again, it’s not like they’re aware of your exact location by default otherwise every grunt in the area would constantly be running towards you at the start of each level. What are you suggesting should happen, once you “trigger” them? At present they pursue you to a until they get “stuck” at a door or something, and then sit there waiting for you. I think that’s much better than “lol he sprinted away, better reset because I’m in a video game.”
I really don’t understand the problem. Nothing kills immersion for me more than simple enemies, especially given the fact that they’re supposed to constantly be on your case. Really, the only problem for me is that they can’t open certain doors.
No. I’m OK with the defaults.
not gona happen, like devs said they already think hard mode is to easy.
Seriously, I haven’t said once that they shouldn’t pursue you or stop looking for you, I don’t know where you keep getting that from.
Basically, all I’m saying is that they shouldn’t be able to see you through walls, or know you’re present before they see you. Currently they are and they do.
I would be very surprised if they didn’t tweak the game in response to feedback. They’re clearly influenced by Valve, and not just in their choice of material.
broken AI =/= difficulty or challenge… just a bad game mechanics
I just tested the game on easy and even there the enemies know exactly where u are, they all hit and jump with precision on your body.
Normally on easy u can walk through a game, HL1 was such game, just for the new persons coming familiar with FPS
What does ai_LOS_mode exactly do?
I searched a little but I found no information…
I think it’s about the Line Of Sight
Cool. So they respect the vision’s cone now. I have to add that in my skill.cfg.
It’s set to 0 in HL2 too, so I’m a bit reluctant to use that.
where in the skills do you put these at the top or the [COLOR=‘Lime’]AI area where the humans,and aliens are
ai_reaction_delay_alert “0.3”
ai_reaction_delay_idle “0.75”
ai_shot_bias “4”
ai_shot_bias_max “5”
ai_shot_bias_min “3”
ai_LOS_mode “1”
Doesn’t really matter. Just make sure there are no double values.
So every enemy now respect the line of sight?
I hope they fix all the reported bugs in upcoming patches with changelog added to it
Personally I like to use ai_reaction_delay_idle “0.6” rather than the 0.75 that has been suggested. Sure it’s a minor difference, but taking three quarters of a second to notice the player makes them seem a bit slow-witted.
I found 0.75 was long enough for them to sometimes seem a bit stupid, while 0.6 -despite being a difference of just 1.5 - made them less obviously dumb.
It’s worth noting that games like Return to Castle Wolfenstein have an enemy reaction time of 0.5 seconds. The enemies are formidable but don’t seem superhuman.
Also, I really like the fact that Black Mesa has limbs causing 0.8 damage rather than full damage. I always thought it bizarre that Valve bothered to set different damage zones for chest, stomach, arms and legs and then set them all to 1x damage.
At the moment I’m experimenting with these values for enemy accuracy:
ai_shot_bias “4”
ai_shot_bias_max “8”
ai_shot_bias_min “1”
This means that sometimes the shots can be way out (if the roll of the dice gets 7 or 8 ) and sometimes deadly accurate like they are at the moment (if you get a 1 or a 2) but mostly it will be biased towards an average of 4. It means you can never be sure if you are “safe” at a certain distance.
The line of sight mode works wonders. I think is the main patch we have been searching. But the game requires to rebalance it around it. The HECU are too violent, and they will charge mindlessly if they cannot see you.
It’s worth discussing for a second how an actual human really behaves in a firefight situation. Being a former U.S. Marine, I can weigh in on this with some authority and compare it with how the game treats the situation.
If you’re patrolling an area and you see something funny pop up, you don’t just start spraying ammunition at it. You must first figure out what it is. Is it a friendly? Is it a civilian? Just a bush that looks like a bad guy? Is it approaching or retreating? All this takes time. Not a lot of time, but at long ranges it can certainly take many seconds. You’re trained quite rigorously that you must ID your target before firing at it.
Next, the HECU Marines are shooting at insane ranges – and making hits at those ranges – with weapons that are wildly ineffective at said ranges. An MP5 simply won’t reliably hit a target at the 500M+ ranges these Marines are shooting at. H&K’s own website on the MP5 says the effective range is between 50M-100M for most models. Marines are trained on the concept of “fire discipline” where you don’t mindlessly spray ammo at something you have no chance of hitting. The fact that HECU Marines have infinite ammo only abuses the situation; if they had limited ammo, they would be forced to close within reasonable killing ranges before firing.