Enemies operating the technical's machine gun acquire you much too quickly. You have no chance to peek around a corner because they seemingly automatically lock onto you.
After capturing an objective, enemies will often be right on top of where respawning players are, killing them immediately while they are unprepared. Enemies need to spawn away from any player spawn point, creating at least a temporary 'safe zone'.
Similarly, after capturing an objective enemies will not universally retreat. Often enemies will remain nearby instead of moving to the next point, killing you as you scavenge the area that you just spent time and effort defending. This feels cheap. Enemies should fall back more uniformly to avoid this.
Enemies don't really play to their roles. Gunners and marksmen, for example, push into the buildings the same as a breacher or rifleman. It would make for a better experience and a more immersive one to place these boys further back in a support role while decreasing their accuracy to compensate. Then players have to work to remove a gunner that is suppressing them or a Marksman that will eventually acquire them instead of simply being rushed by them like every other enemy type.
The AI seems to cook grenades in a way that makes them sometimes impossible to throw back or get away from. This is fine in PvP, but against the AI feels cheap.
AI that get near a technical prioritize it too highly. They will avoid shooting at enemies, seeking cover, or doing anything else to survive in order to get in the gunner seat. This is compounded by their rapid acquisition with the HMG, making them essentially lock on if you can't stop them.
The AI would feel more lively if they more frequently communicated, using lines from the communication wheel and intimidating a bit more than currently.
As the wave defending an objective retreats, another spawns and immediately attacks. sometimes they even spawn on top of, or just behind an objective, in areas previously cleared. This is worse in Hillside and Precinct from what I've seen.
The AI is also incredibly inconsistent with its aim. Sometimes you'll be standing out in the open spraying like a madman and they'll never hit you other times they walk backwards around a corner you're camping and immediately one tap you in the head with no aim. They're like red orchestra bots, criminally stupid but sometimes infuriatingly accurate.
Their targeting is inconsistent. I'm starting to think that certain bots lock onto certain players and prioritize them over everyone else. Perhaps this is to spread out who's attacking who but it simply allows certain players to never get attacked while others are gunned down mercilessly, depending on whatever script makes them only target certain players
The AI are scripted to rush objectives and hide in certain sneaky but very predictable locations. This is okay. It'd be better if they had more options and also if they could camp other buildings. But as of now they either path directly onto an objective or hide inside it.
I can't say for sure what's different or if it's just the map design but the best maps to play hardcore checkpoint on right now are Outskirts, Ministry, and Farmhouse
The AI should be more talkative, probably when there's only one player left. Get a little bit of an advantage to balance it out. More taunting and general tactical chat.
AI will see through cover/walls and as such slowly adjust their fire to shoot through those walls and get headshots. This is a problem when seemingly solid cover (eg sandbags) can be seen through and shot through during a static defense. I’ve had this happen multiple times in the hardcore insurgent Summit and security Hideout bridge defenses.
Bots with higher magnification optics should take longer to aim.
Bots can enter any part of the technical if near the vehicle, not even in the seat itself.
AI will keep firing after you go behind cover, but will seemingly ‘track you’ even if you move behind it instead of blind firing.
Lower turning speed when in the turret of the Technical, as it realistically would take much more time to maneuver.
PLEASE feel free to add any others and hopefully a dev will see this.