@@bingolos9063 Like OP said, if you're confronting a soldier with a gun and you have only your bare hands you might as well run away and take cover and/or grab an actual weapon (which is actually how the AI often behaves in all three games), so the AI here is "smart" enough not to foolishly do that. Of course, realistically, if this had taken place at night or a dark place or an area with a lot of concealment, and one had the opportunity disarm/kill the enemy soldier from stealthily from behind, they could try it. I mean MOW's and CTA/GOH's AI can be notoriously dumb and braindead unless you did some prescripting. Its one of the franchises' weak points. (here's me dreaming we get vastly improved combat AI in the next successor for GOH or MOW II)
MoW AS2 "melee from behind" = "NOPE!!!!" It looks like MoW2 has good infantry AI, but stalls out on armor targets. Overall, I think the AI might be a big plus for MoW2 long term. All three of the games seems to have issues with AI though.
@@ChristopherMundahlI personally have 400~ hours and hardly experience any issues. If you want your enemy to take out a tank, you keep the guys with anti tank stuff near where tanks would come through, then when the tank is in range it will blow it up. If you want your AI to take out a infantry nest, you let them equip a grenade and flank it from a side. The AI is dependent on your ability to command them; if you can tell them where to go they will do everything in their will to complete it… if they don’t mess up
I just want to mention something. The behavior of the AI varies depending on the settings you give it. For example try making advance_ratio 0 and retreating ratio 100. That way the soldier will never run away in front of any number of enemies (or the tank in this test).
I believe that the IDEAL of the "MoW / GoH" genre lacks the "independence" and "softness" of artificial intelligence - something we have, for example, in the Combat Mission series as TacAI AI - needs: 1. be less 0-1, add intermediate states to many functions and increase the times between them 2. the need to reduce its reaction time to situations, increase the time of identifying goals (this reaction time should depend on the individual's experience). 3. units should be more independent, especially if MICRO in this game is very nice, in the case of MACRO, this game is not suitable for managing larger numbers of units, the command output is too "precise" so it would be necessary to add... 3a issuing area and global orders. 4 Adding AI softening systems: 4a add morale and fire suppression system 4b blind the AI by making them unable to see through bushes as well, and increase the time until they identify or lock on to the target 5 finally blocking the infantry teams so that the team is not separated by 300 m on the map. Add additional buttons on the GUI for forming or splitting a team, rather than simply clicking on units. 5a make the team function as a new AI that tries to function better together, stay close and cooperate. Add benefits for teams in the form of accelerated identification, frog movement mode, ammunition sharing, higher morale and a medic that automatically heals soldiers from the back
CoH 1 had something called squad AI, it was the only game in the series where you could give a squad an attack move and they would seek cover on their own without babysitting.
The first time i have seen someone actually mention the CM games. Both my dad and I play both game series and we have had this discussion on MoW style games with a CM-esque tacAI. Great take!
@@thephlyingphish5104 oh, I agree! I think that a game combining mechanics, AI, pace and scale from CM and sfx, vfx, visuals, small details and physics from MoW/GoH - it was a perfect combination and complemented each other's advantages. Although there is already a CM with better graphics, such as Graviteam Tactics: Mius-Front, but there again the huge disadvantage is the completely unergonomic interface and the complex mechanics presented in such an unfriendly formula
@@krzysztofgradowski3519 Also- graviteam lacks MP and the finer, slower paced combat of CM imo. CM also has a more pick up and play aspect with single battles and campaings instead of large campaigns like graviteam
@@FrederikoCMR HMG has shorter but more wide view. Keep in mind the view is very limited for the sake of multiplayer balance and it doesn't exactly reveal units the same way as different units get revealed easier or harder, for example small camouflaged AT gun is hidden unless you get close to it.
Hi I have a few questions and I hope you can help me. I've watched almost all of your guides, but I think I missed some of them. And please, could you record a guide on how to: 1. Place flags on the map (these are the ones that soldiers capture later in the mission) 2. How to make the boat stop after discharging the soldiers (e.g. on the Omaha map). disappeared so that there would not be too many of them on the beach. That's it, I hope you can help me
i thought it was a feature, i sometimes play battalions as tank division and since you focus on tanks and less inf i figured it's on purpose since you gonna control mostly 1-2 tanks of higher caliber, so u gotta give em orders to shoot at targets since they don't' seem to automatically snipe any showing tank, since you can shoot stuff across the map, i can see why the tanks wouldn't do that without you ordering the moment a target shows up, especially from across the map.
When I was relatively new to GoH when I first encountered an AT grenade I thought Hans ran up to my tank and straight up punched it and knocked out my vehicle Turns out he did, he just had an AT grenade in his hand Why do GoH soldiers do this
Ye mowas2 ai is good but not hole squad of anti tank soldiers can't take out a light tank without you controlling it. Even mods can't make ai smarter. But for that time it was good
I don't know about MoW2, but having played MoWAS and GoH, I can say that the AI of player units is a lot better in Mowas2. In GoH they require a ton of babysitting. To make things worse GoH graphics are such that you have very poor visibility and overview. It feels like trying to find ants and micro them. I only played ostfront I can't speak for Liberation.
I have only found the need to babysit units in call to arms, as in units will refuse to fire a single bullet unless specificly told to. GoH seemed to iron that problem out despite being a extension of CTA.
Kindergarten, 1st grade and 2nd grade funny thought i think many players do this daily just dont put it together definitely not with your style and production skills or imagination
Your test is very flawed somehow. I very rarely have these issues in game while actually playing. This vidoe only serves to make the AI look 100x worse then it is.
with thousands of hours in assault squad 2 and gates of hell (we dont talk about men of war 2 lmao) I can very confidently say the ai in assault squad 2 is miles ahead of gates of hell and it’s mostly why I still play as2 more tbh
Dude this does not realy count. In Gates of Hell Elite Infantry will perform way better, way more intelligent in free roam mode than ordinary Infantry. Example, ordinary Infantry has a lower percentage to use grenades on their own. Special forces do this immediately. Same at MoW AS2.
How sad. The first two games seem to show you have to micro every unit. MoW2 does a better job but still totally glitched in a couple of these examples. WTF?!?! How can you even call this AI in most of these examples?
not rly, it's due to that heavy tank being so close to these med tanks, they take quite some shits at distance and if it's not a big difference in rank.