The AI in Arma 3 instantly looks smoother and crisper however when in close to mid rage engagements meny of the old AI problems pop up almost exactly as in Arma and Arma 2. For example,
- AI skill should be less influential in determaning a shooters effective range and instead should be based more heavly on the weapon and sights being used.
- Men in grassless fields or on hard top dont run for eny sort of cover when when combat commences they drop in there spot.
- AI need to have a way of automatically and passively orienting where an AI scans targets more often based on importance or where combat may come from giving the AI increased Awareness using battlefield enviormentals such as audio, visual, and radio contacts to prioritise the AIs attension to the proper places quicker, and so they dont spend that extra fraction of a second looking at a box or a wall a foot in front of them. Combat Sence.
- AI need to clear corners better/quicker.
- AI should take much longer to find a shooter far away then one close.
- In CQB AI need to automatically make effective use of cover in relation to incomming fire so the Player doesnt have to babysit each of 10 guys into a place where they can be effective in combat without being highly exposed to gun fire.
- AI need more detailed cover locations to prevent them from firing through there cover and being combat ineffective.
- AI Need to attempt to stay off roads when firing possibly move to take up position behind cover before firing at a target
- AI need some sort of rudimentry threat assessmet system to keep AI from shooting the less imidiately threatening target(IE whos looking at me whos not).
- AI need to be spookable under certant behavior and enviorment conditions in CQB to represent blowing open doors or walls and catching people off guard for that all so important extra second that might be less if you kick a door down.
- AI need to shoot on the move more often when given the proper circumstances.
- AI need to be more aware of where theyre standing when theyre healing someone, and need to be able to get to a soldier within 30 feet of them in less then 60 seconds every time.
- Player Squadleaders need to be able to Garrison a building with an AI squad, do it smoothly quickly, and be able to defend it.
- AI need to have better recognition of Building corners,Doors, Windows, Gates, Allys, new objects/areas needing to be scan.
- The ability for AI to be able to recognize a threat on another team member and call off when exiting a building or comming around a corner with friendlies on the other side would be nice but im not holding my breath.
- A way for Players to fine tune their squads general overall behavior with something like a football play board in the profile editor BEFORE combat starts. This would allow the player to define custom squad formations what they want their AIs default actions and positions to be when confronted with how to enter an ally, building, exiting water,clearing corners other tasks as such. It could also be utillized to control the tactical positioning and use of vehicles in squads(IE do i want to use this truck im my squad for making cover for the troops or roll behind the troops or in the middle).But it would have to be dynamic for squad size so yeah.