Dobbeh wrote:
Bloody hell ALIVE is brutal. Not even 10m out of base and in contact for the next hour. Not a bad thing! But for a hearts and mind style mission it is very intense, kinda throws the mission style/idea out of the window.
Another issue which is map related is shacktac and the buildings. Can see players on the shacktac even though we are on different floors, which in turn the AI seems to interpret as not being there. This means we are getting contact by them shooting the building, but it means any peaking round the corner and we get slotted with pin point accuracy.
As said by Lifetap, STHUD has no effect on the AI. Apart from that you should not be able to see people on STHUD. A fair while ago it introduced blending the icons out of a object is between two players (walls, tree's, bushed etc.).
I don't know if we turned this on active on the public, but a recent TFAR update enables the AI to "hear" you. They obviously don't understand what you say, but the enemy AI will react to people using their microphone. So it is possible that the AI could simply track you because of people talking. The AI also does not directly forget about people who break the line f sight/are behind cover. They often shoot at the last known position and they also keep aim on the last position in a pretty similar fashion as we do it. When we know a enemy took cover behind a rock we keep watching that rock and as soon as the enemy pops out of it we hit them because we were already ready,