[QUOTE="Zeliard9"][QUOTE="mjarantilla"]Before anyone brings it up, FEAR didn't have good AI, it had good pathfinding and good freedom of movement. The enemy units had more choices where they could go, and HOW they could go there (through a window, through a door, under a crawlspace, jump off a balcony, etc.), which resulted in more "intelligent" movement and more aggressive enemies. But the AI itself was still dumb as a post. That's enough for enclosed gunfights like in FEAR, but not enough for wide-open games like Halo 3.mjarantilla
I disagree. F.E.A.R.'s AI was also very good at flanking and staying together in squads, and when there was one enemy left, he'd almost always hang back in cover and wait for you to make the first move. They also had realistically accurate aim, especially grenade aim, but not to the extent that it's botlike. "Dumb as a post" is an exaggeration. I've certainly seen nothing from Halo 3's A.I. to suggest it's any better than F.E.A.R.'s
In Halo 2 and Halo 3, the Brutes/Elites were quite good at also staying together in squads and providing covering fire for their fellows. It's just much less apparent because they didn't have nearly the same freedom of movement as the FEAR agents. You're right about the flanking, but again, that's really part of pathfinding, not behavior. It's kind of like how a car GPS system finds detours: Instead of taking a direct route (the route of least resistance), the AI has some of the other agents under its control take less direct routes of varying values to end up at the same destination. Thus, the AI agents would always appear to come at you from different directions.
FEAR's AI grenades were some of the worst I've seen, though, because the devs gave them specific animations for throwing grenades around corners and such (again, freedom of movement in action), but for some reason didn't adapt that animation for EVERY corner. So, there would be some cases where right around the corner, there was ANOTHER corner or obstacle, and the grenade would just bounce back right at them. The Halo games avoided this issue because, IIRC, your teammates never threw grenades, while the Brute and Covenant grenades stuck to their targets rather than bounced around.
I somewhat agree about the freedom of movement, and how F.E.A.R.'s A.I. sort of "cheated" in that they could do physical manauvers and dodges that you couldn't (of course they couldn't slow down time, either). Still, I dunno, I like to count that as part of strong A.I. even if it is a bit cheating, because you're used to seeing freedom of movement in more open-ended shooters, not corridor shooters. So it was quite striking and new, IMO. Also it seemed to be that they were aggressive, but pretty intelligent with that aggressiveness. For example, if they saw your flashlight or heard you make a sound, only one would usually go investigate. And even after you killed that guy, most of them would still hang back some and wait for you, or toss grenades. They don't just blindly charge you like in most corridor shooters, and yet, when you're busy fending off one of their pals, they will rush you and try to overcome you. I thought it was a pretty great balance.
And as far as the grenades, haha, well it's those particular animations they gave them that made it seem so neat to me. It's very rare in a shooter to have an enemy actually bouncing a grenade off the wall and around the corner, so that it's sitting at your feet while you think you're in cover, but it's true that it was a bit buggy at times (though I've personally never experienced it to be as buggy as you seem to have).
Halo 3's A.I. isn't bad, but one of the things I felt it could've used was a bit more freedom of movement, amusingly. ;) Also, the enemy AI when piloting vehicles left a lot to be desired. I beat it on Heroic and when I faced any enemies on vehicles it felt like I was playing on the easiest setting.
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