Has the AI hull gunner been fix?

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Has the AI hull gunner been fix?

  • Yes

    Votes: 27 40.9%
  • No

    Votes: 18 27.3%
  • Unsure

    Votes: 15 22.7%
  • Abstian

    Votes: 6 9.1%

  • Total voters
    66

Grimreapo

FNG / Fresh Meat
Jul 5, 2011
370
141
0
Okay this is simple, I been getting head shot by the hull gunner and I know its the AI (Humans will burst fire into someone to make sure they are dead, the AI shoots it like a rifle) making already hard maps even harder for the attackers. I know the patch said it was fix but 100% sure it has not as I been getting kills when I use the tank...

Any thoughts?

[EDIT]
Before you click, please read the question...
 
Last edited:
  • Like
Reactions: DIVZ

Porta

FNG / Fresh Meat
Aug 31, 2011
96
43
0
Its not fixed. I've been shot soooo many times on Factory. Just popping up my head for 1 second. Then usually ONE shot is heard from the tank. Headshot. I'm dead.

Smoke, distance etc doesnt matter.

Its amazing the devs choose to have the AI aim and fire your MG. Im having a real hard time understanding how they could have thought incorporating an aimbot was a good idea.
 

stanG.

FNG / Fresh Meat
Sep 6, 2011
14
9
0
Its amazing the devs choose to have the AI aim and fire your MG. Im having a real hard time understanding how they could have thought incorporating an aimbot was a good idea.
I have to agree...

I'd like to see it removed entirely. If the tank crew wants to actually man the mg, go for it.
 

slijm

FNG / Fresh Meat
Aug 29, 2011
10
6
0
would it be posible to make the AI have a default spread on the mg like a cone of fire?
 

Sifer2

FNG / Fresh Meat
Sep 16, 2011
207
28
0
My suggestion would be making AI gunner only fire at targets fairly close to the tank. Then you would have actual advantage to a human gunner who will fire at targets farther. Just without sniper accuracy.
 

skullman86

FNG / Fresh Meat
Aug 7, 2011
284
69
0
I've noticed a slight delay when tanking and getting shot at, so maybe not "fixed", but I would say it has been improved.
 

Panzer Jager '43

FNG / Fresh Meat
Dec 15, 2010
1,169
218
0
Is it broken? Yes. Sorry I voted no since your poll is confusing.

Yes I still get sniped by Tank AI Gunners at over 100m while the Tank is bobbing up and down over shell holes. It's ridiculous.
 

DasFist

FNG / Fresh Meat
Aug 31, 2011
193
77
0
You ask if it's been fixed, I went to click No and submit...

...then I noticed your poll is the exact opposite of your thread title

I did same thing, voted no, after reading the poll title realised should've voted yes, I think OPs English is broken.
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
Having AI crew the unfilled tank positions is a good idea - nobody wants to play the hull gunner any more than they want to play loader (or driver, really) so you should give it an AI to give the tank the capability it should have.

But holy crap, the AI settings right now are ridiculous. They acquire targets instantly and land first-round hits in a fraction of a second. Completely unbelievable, especially given the poor visibility of the hull MG position.

It's not even confined to the hull MG. I came around a building, roughly 20 meters away from the side of a Pz4, and the player in the tank was clearly in the driver position, because the turret instantly began swiveling towards me the moment I cleared the building thanks to the omniscient AI and spun right to the ~120 degrees it needed to blast me before I could run in close enough to outpace its turret traverse.

The tank AI needs slower target acquisiton, much slower outside the forward focus area, and probably reduced accuracy to boot.
 

NoxNoctum

FNG / Fresh Meat
Jun 15, 2007
2,968
722
0
Reduced accuracy? Why? It's a hull MG it's gonna be devastating!

The only thing I'd be up for is slightly slower target acquisition. Not by much though.
 

Porta

FNG / Fresh Meat
Aug 31, 2011
96
43
0
Reduced accuracy? Why? It's a hull MG it's gonna be devastating!

The only thing I'd be up for is slightly slower target acquisition. Not by much though.

Do you want it to be devastating even when handled by the AI?

Then why not also have AI anti-tank rifles firing automatically?

Joking aside, cant you see the bizarre in having a devastating AI-aimbot in a mp FPS game?

Or should we look at it as the engineer turret in TF2?
 

Grimreapo

FNG / Fresh Meat
Jul 5, 2011
370
141
0
Sorry for the filly poll but setting up polls on this forum are different to other phbb fourms, I just forgot what I put in the title of the thread until it was too late...
 

Sufyan

FNG / Fresh Meat
Sep 15, 2011
301
270
0
Sweden
Hull gunners are noticeably less efficient since they were "fixed", but honestly they are still brutal. Give me a tank on Commissars or Fallen Heroes, I'll rack up twice as many kills as the second most murderous player, and all I do is drive the tank and munch down potato chips.

I think the only things that were fixed were slower reaction times and shorter distance. Still, keep an infantry man in front of you for three seconds, at a distance of <100m you will score a single shot head shot.

There is absolutely no reason to ever have a human hull gunner as the AI is ten fold as efficient as a human player working the cramped field of view to aquire targets.

Meanwhile the turret gunner is swiveling around like crazy lobbing shells every which way, occasionally doing brilliant stuff like instantly aquiring a moving tank and one-shotting it, but much of the time it is just spinning the turret and making a lot of noise while the tank is taking serious fire from elsewhere.

The AI could use some tweaking to make their reaction time, awareness and accuracy more in line with a human player (preferable a little less able than a human player). In addition to that I would like to see a server side setting that makes AI gunners not fire at all. Forgive me if such a feature already exists, I think then it is up to server admins to activate it to make combined arms maps less frustrating for 60 of 64 players. While I fancy myself an excellent tanker, I do feel cheap about having my AI gunners racking up ridiculous kill counts that rival artillery in efficiency.

My playstyle is to push on to objectives while avoiding enemy tanks. Once there I start hosing down infantry while letting my team know the objective is covered but needs more men. The AI hull gunner makes this tactic stupidly effective.