I haven't done enough playtesting but what is best noticed is how much more challenging and fun the bots are now. With the ways bots are retreating and charging, they seem more complex now when complemented with their behavioral states. Basically what i'm saying is that they are far more responsive to the decisions they make, and can adjust/manipulate combat environment to suit their states better:Buggie wrote: ↑Fri Sep 16, 2022 9:41 pm More difference come in gametypes like CTF, where need bring something. Or CTF-XV. Dodge make unpredicatble movement. Projectiles fly slow, so this increase chance of miss.
For DM for only faster collect items on level or more hard aim to dodge target. Also they can more fast reach you and paint your face with flak cannon.
They charge you with flak cannon? they can now dodge forward and close the distance much faster.
They retreat? they can dodge back and turn the corner faster, find health etc...
Similarly, what is the point of a bot that knows 100% belt timing if they are slow to get there - now that doesn't happen.
Map control wise and objective play is far more difficult and important.
I did notice rarely that bots would use the opposite animation of the direction they were going diagonally. For example, Dodge Left animation plays when bot is moving towards right direction.
As far as more features, some full health players (no armor) do use the crouch feature to avoid getting headshotted by a player with a sniper from time to time.
Thanks. I think this works and looks very good.
Keep up the great work