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AI aiming at T-14s


Apocalypse 31

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I get it...the T-14 has its crew compartment in the hull of the tank. That's cool, and I'm sure on paper it works out well....reality aside...

 

Is there any way to get the SB AI to engage the vehicle in the correct location to score a kill....?

 

70 hits and no death. My entire company spent its ammo racks and remained fixated on this vehicle.

 

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All those hits hit the visible part... that was turret...  and as I suspect there is little armor went trough like red hot knife trough butter..    what bothers me is why didn't ammunition blow up?  surely  some fragment would have found it's way to ammunition. Unless it is type that doesn't.. explode or is protected from shrapnel that results from DU round hitting breech? 

 

I suppose biggest upsetting factor here is..  That AI doesn't have way to realize its effords are ineffective and that target is no longer operational and should not be prioritized on?   Then again.. perhaps that kind of is expected to fall to players responsibility...  maybe we will need somekind of way mapping targets "Destroed"  even if those wouldn't be..   maybe somekind of half tone color  meaning that AI basically comes blind to treath those targets pose?  This could possibly help with issues many players have with tanks focusing on infantry but it does wake up questions.   Currently map enemies are shared to every friendly vehicle.  If player forgots a potentially dangerous infantry being marked..  and other player drives by not realizing.. or map marking has dissappeared...  bad things happen again.      

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That isnt a t14 its clearly an Arjun disguised as one.

 

Im guessing the tanks offensive capability was knocked out and all it could do was drive?

 

Ive been looking at using waypoints and crew damage to simulate bailouts of disabled vehicles but sadly we cant specify in enough detail. Ive had similar issues where an m113 rcl platform got peppered with 14.5 or 25mm or something and literally the entire crew is dead except maybe one, its immobilized, gun is shot off but the engine is still running so the ai identifies it as a threat and continues to engage. It would be nice if we could have more damage options in the triggers so that we could set an anothewise completely disabled or overan vehicle to destroyed and even maybe spawn a crew guy or two if in a fixed location to simulate a bail out or crew surrender.

 

Its also a problem with say technicals where we only specify "crew" damage and cant say if the gunner gets shot off flee.or kill.the driver and instead end up with some poor guy in a toyota driving around lost. Or if the gunner gets shot off an m113 rcl we cant say "kill" the commander and then repair it to simulate him taking over the gun or tell the vehicle to flee only tell it to act on crew damage and you risk a vehicle with a wounded commander just deciding to run off in the middle of the gunner engaging when you dont want that.

 

Obviously not exactly the same problem here but a similar issue in that we dont really have an easy way to specify targets as disabled or to tell a unit to gjve up if the fight is so obviosly out of their favor tbat cant be easily gamed once someone realizes how the trigger works. E.g telling the tank to die if more than x amount of afvs are within x distance would work but you could just rush the vehicle if you figured it out.

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