CPU: i7 5820k @4.4GHz//GPU: RTX 2080 OC Dual//Board: X99 Deluxe (3902)//Memory: 32GB @2400MHz//Cooling: NH-C14S
Storage: SSDs 850 pro//Monitor: BL UHD//Audio: PC 360 G4ME, USB//OS: Windows 10 pro 64bit//Nv431.36
At least new to me (*). So far, I had nothing to do with something like this.
It essentially consists of two elements - deliberate team killing and kick voting.
Typically one is confronted with a group of three, usually four players.
These players act in the beginning completely normal and game compliant.
After a while and mostly at the last point of the map everyone in this group starts another teamkill. Since there is only one team kill for each one, the damage reflection mechanism does not work.
If that is not enough to scare the other players and leave the server, a kick voting will be launched, which can hardly be averted - and they know that. Often the reason given is "afk", although it is a very active player.
I can only speculate about the reasons for this behavior.
In the two cases in which I personally was concerned, it was about:
- we want to have the server for ourselves
- we want to be LOS
- nationalist reasons
- just take the others fun
NWI. Take care of that.
Edit: (*) ...in this game
The part where bots kill you in one shot, despite not being to the head and with a "low damage" gun, is something I've had happen to me many times. Quite a few instances where they'd snap and one-shot me even when they should be at a disadvantage.
I've recently got a few more clips showing this exact bug, and I'm working on a second video montage with clips recorded after the 1.3 update and the hotfix.
Happens regularly to me in close combat situations. The bots are shooting into the avatar's lower leg/foot and this hit has the same result as a headshot.
Yep, the molotovs are reduced, but substituted by frags. Guided frags are less obvious compared to molotovs because they are invisible und not audible most of the time and have an increased effective radius in comparison. And the "lower as 100ms" bots have doubled or even tripled.
In the moment there is a good possibility to study bot behaviour because of the free weekend. Alot of "zeros" and a few high levels on the servers and it's funny - or not so funny - to see how the higher levels are tracked and attacked without a line of visibility just by their movement vector. At the same time you can see how low levels are intentionally missed and ignored over a long period of time. So, have "fun".
For me personally this "A.I." represents an absolute low point in the development of the last decade.
Pure fake A.I.
Please provide at the earliest possible time a set of variables / interfaces to influence bot A.I. and behaviour so we could do at least something meaningful in this regard on custom servers. I'm more or less finished with the official so-called A.I.
Edit: I'm absolutely finished with this "A.I.". It's pure nonsense. The worst setup I've ever seen in 20 years of fps gaming.
I've had the opportunity to analyze such an infamous "out-of-nowhere-first-shot-kill" using the history/replay function.
Marksman/Mosin bot started to track my avatar in a distance of approx 70-80m. No line of visibility. Bot brought itself in position and shot in my general direction approx. 60m away without aiming animation - and still no visibility from both sides due to foliage and ground.
The worst thing: there was absolutely no detectable time delay between triggering the shot resp. muzzle flash and hitting the avatar.
Bullets on light speed. Nice.
The trajectory of the bullet even had to go partly (but not much) through the ground.
The bot's aming animation started after the shot. Funny.
By the way... another player which was the whole time at half the distance between my avatar and the bot got completely ingnored. Make a guess of our levels... Coincidence?Yeah, I know, this correlation is officially denied, but... this happens too often.