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AI start firing mortar too quickly
Awaiting internal Testing, NormalPublic

Description

1.3.0.18
No mods

The time it takes from ordering the AI to fire on a position and them firing their first shell is entirely dependant on how long it takes the AI to traverse the mortar to the correct bearing and elevation. As a player it is impossible to ever fire the mortar quicker than the AI as unless we have already calculated the fire solution for that particular target from that particular position in advance, the time it takes to calculate the specific firing solution for a target will add alot of time for a player mortar strike when comapred to the AI. The issue is that the AI automatically knows the exact firing solution the second an artillery strike is ordered, they dont need to use the map or ballistic sheet unlike a player giving the AI a massive advantage.

Details

Severity
Trivial
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
General
Steps To Reproduce

Place 2 mortars side by side
Recruit an AI and place them on one of the mortars
Mark on map the position of the mortars and the position of the target you want hit
Start a timer and command the AI to fire on the target
Try and calculate the correct firing solution yourself using the map, ruler and ballistic sheet and attempt to do this as fast as you are able to
Make a note of the difference in how long it takes the AI to fire its first shell as opposed to how long it takes you to do the same
Repeat steps for other targets at varying distances

Additional Information

If the AI is this quick when the mortars are released to official servers there will be no reason to ever call in a player fragmentation mortar strike on a position as the AI will more quickly be able to respond to the call for fire. As it stands the fastest I have personally been able to respond to a call for fire with the mortars is two and a half minutes from the target being placed on map to first mortar hitting the target, the average time for an AI to do the same is just under one minute. This was an over 2km shot, shorter distances and a lack of difference in altitude between the firing position and target reduce the time it takes me but not by so massive of a margin as to in any way compete with the speed of the AI. Im sure others can fire faster than myself but as it stands no player will ever be faster than the AI. Could some animations be added to the AI firing script? Like adding a minute or so of the AI looking back and forth between the map and ballistic sheet so as to somewhat approximate the difference between players and the AI. Perhaps more time could be added to the AI animation of looking at the ballistic sheet based on the elevation difference between where the mortar is and where the target is. This isnt meant to be a direct feature request but something needs to be change to ensure that people will actually be willing to use the mortar for fragmentation shells when its released on official servers as opposed to recruiting an AI to do it for them. No player forward observing will ever call for a player mortar strike if the AI remain this fast, the meta will very quickly become one player staying with their AI squad and using the AI to mortar positions their teammates mark on a map, trying to fire the mortar as a player will actively hurt your chances of hitting an enemy when compared to using the AI.

Event Timeline

Geez changed the task status from New to Awaiting internal Testing.Thu, Dec 19, 1:25 PM
HER0 added a subscriber: HER0.EditedWed, Jan 8, 4:53 PM

After a quick glance through the code that is used in the behavior tree for firing mortars, it does look like the AI are limited mostly by the mortar traverse rate. There doesn't appear to be a delay before finding where to aim, and they seem to be always as accurate as possible. There is a delay between shots.

I think it would be great if a small amount of randomness were added to AI mortar accuracy (a slight amount of offset added to the point they are aiming for) and if a delay were added when determining where to aim, in order to make their fire missions more human/like a player.

Bonus points:

  • It would be cool if the AI took out the range table before aiming. Even more so if they flipped to the right page.
  • The game master fire support waypoint/AI command could have an accuracy slider.