I am really impressed with whichbot and all that it has helped me with such as aim and NS maps.
I enjoying playing with the whichbots but the skulks however once they are close enough to bite you they walk around you so they are never in your crosshair.
This may seem realistic as first but they are actually moving behind you as soon as you turn your crosshair towards them, thus you never being able to aim at them close range. I suggest slowing down the rate at which the whichbot moves out of the way of your crosshair at close range.
-just a bit of feed back,
Switch`
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You raise an interesting point. Whichbots don't cheat, in the sense that information that normal players don't have are blocked from the bots. But is reacting faster than a human player could considered cheating? I mean, if the game were played at 1/10 speed, one would assume that all people would do this as skulks. The bots can do it at full speed, though; where do we draw the line?
At the same time, while it seems obvious that the bots shouldn't be able to see through walls, where do we draw the line about bot communication? Should the bots be able to know everything that the other bots know? Obviously people communicate during the round, but the bots can communicate perfectly; that is, the bots can communicate the _exact_ position and composition of marine forces in the way that human players couldn't.
Also, given that the bots still don't provide a serious challenge for even semi-serious players, should we even be nerfing them at all?
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An interesting point, but that's part of what a bot is you know.
You see, a bot isn't creative or illogical with it's thinking. It always thinks inside the box 100% of the time. In fact, it doesn't -really- think, does it? ;-) So in order to compensate fairly the bots are superhuman in combat.
This is fair, you just have to remember: YOU are NOT a bot. You have a brain. You can outwit them.
Forgive me, but I feel making the bots weaker in combat is a terrible idea in reality. Perhaps only if one could control this as a setting... but I'd just max it anyways on my server and most NS server admins I know would do the same; so it's kind of wasteful code wise.
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I have actually wanted to make the bots even harder in combat because they are just to easy sometimes. Like have them choose cloking, and when they have it, walk until they are in attack range for the class they are evolved in to. At least until the bots see someone use scan, then they stop trying to cloke. I have been really wanting to see onos in combat but they never do. But I think the best thing would be if wb could aquire extralevels because lets face it. EVERY server that I have seen that has wb, also has the extralevels plugin.
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I am really impressed with whichbot and all that it has helped me with such as aim and NS maps.
I enjoying playing with the whichbots but the skulks however once they are close enough to bite you they walk around you so they are never in your crosshair.
This may seem realistic as first but they are actually moving behind you as soon as you turn your crosshair towards them, thus you never being able to aim at them close range. I suggest slowing down the rate at which the whichbot moves out of the way of your crosshair at close range.
-just a bit of feed back,
Switch`
You raise an interesting point. Whichbots don't cheat, in the sense that information that normal players don't have are blocked from the bots. But is reacting faster than a human player could considered cheating? I mean, if the game were played at 1/10 speed, one would assume that all people would do this as skulks. The bots can do it at full speed, though; where do we draw the line?
At the same time, while it seems obvious that the bots shouldn't be able to see through walls, where do we draw the line about bot communication? Should the bots be able to know everything that the other bots know? Obviously people communicate during the round, but the bots can communicate perfectly; that is, the bots can communicate the _exact_ position and composition of marine forces in the way that human players couldn't.
Also, given that the bots still don't provide a serious challenge for even semi-serious players, should we even be nerfing them at all?
An interesting point, but that's part of what a bot is you know.
You see, a bot isn't creative or illogical with it's thinking. It always thinks inside the box 100% of the time. In fact, it doesn't -really- think, does it? ;-) So in order to compensate fairly the bots are superhuman in combat.
This is fair, you just have to remember: YOU are NOT a bot. You have a brain. You can outwit them.
Forgive me, but I feel making the bots weaker in combat is a terrible idea in reality. Perhaps only if one could control this as a setting... but I'd just max it anyways on my server and most NS server admins I know would do the same; so it's kind of wasteful code wise.
I have actually wanted to make the bots even harder in combat because they are just to easy sometimes. Like have them choose cloking, and when they have it, walk until they are in attack range for the class they are evolved in to. At least until the bots see someone use scan, then they stop trying to cloke. I have been really wanting to see onos in combat but they never do. But I think the best thing would be if wb could aquire extralevels because lets face it. EVERY server that I have seen that has wb, also has the extralevels plugin.
Those would be amazing additions to the AI. I've often thought it would be great if the bots could use extra levels.
My slightly modified whichbots cloak, xenocide and get all 11 standard upgrades when extralevels are enabled (they still don't do xmenu).
--- Warning shameless server plug ahead. ---
You can view these bots in action at '[KcK]Paradoxhosting.net Kustom WhichBot Karnage #1' bot server, server ip 70.86.196.220:27015
Any chance you could make your modified Whichbot available for download somewhere?