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Old 04-08-2016, 09:00 AM   #11
[R-DEV]Mats391
PR:BF2 Lead Developer
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Default Re: Bots and Mortars

Right now the bot mortars have no deviation. That probably makes them way too accurate. Next version fixes that.


Mineral: TIL that Wire-guided missiles actually use wire
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Old 04-08-2016, 06:52 PM   #12
Madar_al_Fakar

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Default Re: Bots and Mortars

Quote:
Originally Posted by [R-DEV]Mats391 View Post
Right now the bot mortars have no deviation. That probably makes them way too accurate. Next version fixes that.
Beautiful. xD
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Old 04-09-2016, 04:11 PM   #13
Michael Z Freeman

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Default Re: Bots and Mortars

Sounds good.

I started discovering pre-placed AI mortar positions using the UAV. I even found one in Brit base that I did not know about and saw the AI bot fire .

The other related thing is Area Attack. It's impossible to authorise in SP even when requesting and then switching to Commander. It's a request/authorise system but the request is never there to authorise once having switched to Commander. I know PR SP/Coop is training orientated so single player is maybe not the focus (yet the term is included in the forum title). But what about allowing a modification, as has been done with building, to allow use of Area Attack ? It could be as simple as allowing the human Commander to request and then authorise their own Area Attack by adding Area Attack in the usual place in the menu.
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Old 06-08-2016, 05:09 PM   #14
reddog0000

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Default Re: Bots and Mortars

I for one want the AI 'mortar' reduced or removed completely, as SP is now foo bar because it's almost impossible to take an enemy flag as the 'mortar' kills your squad or vehicle before the flag can turn.

There needs to be a 'config file' so the player can set the following for each map:

1. Remove: yes / no
2.Frequency: minutes
3.Accuracy: 1 to 10 or a percentage %

woof
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Old 06-08-2016, 10:13 PM   #15
Scubbo
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Default Re: Bots and Mortars

keep them in, they're great in COOP when people arent taking care of them !

just if possible make the badguys not spawn on them constantly, as you can sit there and kill mortar dudes all day they just keep reappearing (does it cost them tickets?)

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Old 06-09-2016, 02:51 PM   #16
reddog0000

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Default Re: Bots and Mortars

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Originally Posted by Scubbo View Post
keep them in, they're great in COOP when people arent taking care of them !

just if possible make the badguys not spawn on them constantly, as you can sit there and kill mortar dudes all day they just keep reappearing (does it cost them tickets?)
As far as I can make out, killing the AI mortar team has nothing to do with the enemy 'mortar' firing [I've also sat at the mortar and killed the AI to no avail] ..

The enemy seems to have a permanent gods uav view of the map -- so as I previously posted, it would be nice to offer a configurations option.. then it's up to the server admin or single player to decide ...

woof
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Old 03-05-2017, 02:05 PM   #17
Michael Z Freeman

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Default Re: Bots and Mortars

Now confirmed that my AI mortars are working if it was some fluke my end or a fix, or maybe the bots just feel more aggressive .



Quote:
Originally Posted by [R-DEV]Mats391 View Post
Right now the bot mortars have no deviation. That probably makes them way too accurate. Next version fixes that.
I'm seeing mortars deviating in 1.4.5.0 so I assume this has been fixed.

Thanks PR AI team for bot powered DEATH FROM ABOVE !
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