project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Feedback > Coop & Singleplayer
17 Oct 2019, 00:00:00 (PRT)
Register Developer Blogs Project Reality Members List Search Today's Posts Mark Forums Read
Coop & Singleplayer Suggestions and feedback pertaining to Project Reality Single Player.

Reply
 
Thread Tools Display Modes
Old 2016-04-08, 12:00   #11
[R-DEV]Mats391
PR:BF2 Lead Developer
Supporting Member

Mats391's Avatar
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
Mats391 is offline Reply With Quote
Old 2016-04-08, 21:52   #12
Madar_al_Fakar

Madar_al_Fakar's Avatar
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
Madar_al_Fakar is offline Reply With Quote
Old 2016-04-09, 19:11   #13
Michael Z Freeman

Michael Z Freeman's Avatar
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.
Michael Z Freeman is offline Reply With Quote
Old 2016-06-08, 20:09   #14
reddog0000

reddog0000's Avatar
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
reddog0000 is offline Reply With Quote
Old 2016-06-09, 01:13   #15
Scubbo
Supporting Member
PR Server License Administrator

Scubbo's Avatar
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?)

Scubbo is offline Reply With Quote
Old 2016-06-09, 17:51   #16
reddog0000

reddog0000's Avatar
Default Re: Bots and Mortars

Quote:
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
reddog0000 is offline Reply With Quote
Old 2017-03-05, 17:05   #17
Michael Z Freeman

Michael Z Freeman's Avatar
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 !
Michael Z Freeman is offline Reply With Quote
Old 2018-05-31, 17:27   #18
Michael Z Freeman

Michael Z Freeman's Avatar
Default Re: Bots and Mortars

More handy bot controlled mortar facts: When bots enter the Officer placed mortar (NOT the special pre-placed mortars) they WILL fire if the enemy is in line of sight. I also had the range and angle set up on the target the bot fired on which might have helped. I saw this happen on Jabal Al Burj when I had an FOB setup near the MEC base. The bot mortar was able to fire across the water onto vehicles at the base of the dam. So mortars are actually useful in Coop games with bots or only a few human players as long as the placement is correct. Line of sight. They can't fire over the other side of hills and so forth.

Michael Z Freeman is offline Reply With Quote
Reply


Tags
bots, mortars, poxo is ghey
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 21:08.