Re: V1_rocket_b2 request waypoint -
03-02-2008
Thanks for all the feedback and help
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I know what you say about building the bridge, but IMO when I play engr I have difficulty surviving building the bridge so I expect the bots to have difficulty too. The one thing I might do is add an in-line camp to protect the engrs but the only way to ensure it would be filled would be to remove other camps. and if the camp was anyplace near the construct crates it would draw artillery fire on to the engrs.
The 0.04 waypoints showed very good balance in 9 vs 9 (i.e remove skywalker from the included bots file) in 32 games a ratio of 6:5 axis:allies. So any major changes like disabling the dynamite will impact that. But if you want to tryout your idea I have attached alternate aiscipts (see the readme as to how to use). BTW I almost never put 2 bot field Ops per team they are too efficient at gaining XP making a long map like this very difficult for the attacker.
I have noticed an occasional bot coming under fire at the crates and lying down, Odd as there are no nodes or non-engr action to explain why, so it is most likely related to taking fire at an essentially dead end in the nav, possibly the bot has selected a node down on the frozen river and is reacting to the jump down. Anyway I have now added some more nodes to possibly add a camp so we will see if that changes things.
I did not fully test the new dynamite position. I know the engrs will go for it and the axis can defuse at it, but the allied engrs I monitored always got killed before they got around the cement buttress. I'll do some isolated testing to see if the action position is too close to the wall for planting etc.
The inside dynamite is going to be the most successful (it is for me too). Axis can't mine it and they don't get much Xp camping inside. So if the axis engrs are all outside or the respawn too long that is when the allies win. The outside plants are too difficult to depend upon. Bots don't have the same team play as humans. Really bots play like single players, you only think that they play as a team when they randomly all go to the same spot. So the medics supporting the engrs inside is really a combination of randomness and limiting the available actions available to them. A medic bot will only follow you if you are badly wounded, if you are healthy they could care less about the dynamite plants or the match. Unlike team fortress and some other quake games fritzbot bots don't obey "follow me" instructions. Good Waypointing is about providing enough actions so you don't know where exactly the bots will show up but not so many that they won't randomly mass attack on occasion.
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