The Gronk
Colon Pounder
Grenades are a parabola until they come into contact with a surface, from there it's pretty simple newtonian physics to determine where they land. There are plenty of examples where games give you an indication of grenade trajectory before you release it and that calculation is the basis for the AI to aim.Nope. First random thing - granades. It is so hard to implement granades for npc - that can spam them or do it radomly on their own legs (stalker XD) . Or bots in L4D2 can't use melee weapons because... i don;t remember. i agree that npc can heave perfect accuracy but sometimes mean nothing - guy with rocket launcher can shot in wall and hurt his mens by accident or he can use rocket laucher as shotgun etc so this is so hard to make good.
About exploits : this is another reason how hard is to make this good. Well in DL1 it was much less exploits and some of them weren't even exploit - you could kill goon zombie just throwing knifes at him. In DL2 you can tons of them - i know they wanted to do balance volatines to avoid to be too much agresive but they make them just... dogs on a leash
The bad guys are often intentionally bad at aiming grenades because nothing annoys players more than when they think they're in cover and a grenade bounces off the wall behind them and lands at their feet.
The fact that you seem to think the AI is unintenionally missing indicates that the programmers have got the AI right to make it enjoyable instead of the player being killed in seconds by ricochet's and splash damage.
Many people here will have a cold shiver down their spine when I remind them of the horror that was the sniper jackals in halo 2.
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