Yes, I did an experiment in the mission attached. I jumped out to the side from behind the bush, then hid again and watched the tracers. I saw that he was predicting my movement and leading with bullets for a few seconds. Then he was waiting. Jumping from the right side of the bush provided me with a split second to target and shoot, before he reoriented himself. Jumping from the wrong side got me killed. This is also correct behaviour, but it also puts the AI into tunnel vision.
Arma3 AI is really good and I see lots of tiny, but important improvements. I understand, that they won't replace human players and that this is Alpha release. But there are some areas, where AI could perform even better - the bahaviour is there, but it isn't used to its full potential.
Summary of the following part:
What I meant, was to have AI to use an area of probability, instead of a spot. When AI is firmly focused on my bush for too long, I can flank him easily. He shouldn't lay there for too long, but, with time passing by, he should start considering a growing area where I could be, while keeping an eye for the bush, just in case.
Also AI should care for its own survival first and destroying the opposition second, like a soldier would do. In the example mission here: when I'm hidden again, he is just laying there, while without a clear view of me, he should have moved either to try to flank my last known position, to check out what's going on, or, more likely, to break contact and run away from uncertain situation, maybe to a spot with a better view of the situation or cover. When he is sure about me being behind the bush, he flanks and attacks violently. When unsure, he is too idle.
Another example from a community mission. AI infantry squad chased me down for 1 - 1,5km. It's OK, as I was alone and they could have thought I'm going to be an easy prey. But I've used the terrain to my advantage and killed them all, in a series of ambushes. After seeing, that I'm a hard nut to crack, they should have given up the chase and saved their lives. The range between me and their group was maintained between 300-400m and frequently I was completely hidden from them, yet they were still following me along my last known movement track, like the guy did with the tracers. But this time "attacking violently" didn't do them any good.
In other experiments I've seen AI running from overwhelming enemy forces and this is correct. But the AI seems to consider only quantity advantage and doesn't think about quality of the opposition. Sometimes lonely marksman can be more than a match for a whole squad. After loosing a couple of men, the AI should be more cautious - now it's often only last man standing, who runs away in panic.
The current AI DO run for cover or away, it's OK. Buth it's after they are in the killing zone already and getting out of there alive is simply impossible. They should be more cautious, when approaching and attacking known or suspected enemy position.
Maybe it should be scalable outside of a skill value found in editor: members of a faction which represents trained army, should behave more cautious and tactical from members of a guerilla faction?
AI marksmen are another story, but it was covered in other tickets already.