- The 4.2 Improved bot in general is smarter than Bot Improvements – Combat> mod.
- Some weapons glitch super hard on either of the two AIs, so sometimes one is better than another when you use these specific weapons.
- Bots still fire shotguns and flamethrowers at an Armored target. Although they've improved their ranged combat behavior, they still aren't perfect.
- Bots still get wrecked by Hook Rats and Gas Rats. They'd "recognize" those specials only after they're attacked by them, so it's still the player's job to take them out from a distance.
- Sidenote, Hook Rats have permanent stealth in Bot's eyes. Hook Rats would sometimes walk past by and Bots would completely ignore it, even if you pin them from afar.
Mod AI or Vanilla AI?
Depends on the weapons you'd want your Bot to use. Here are some tips:
- Both AI prefer weapons with high attack speed. They'd keep their block up if they don't have a window to attack, and a slow weapon would often get them attacked during the attack animation.
- Both AI utilizes blocking over dodging by a lot, so stamina>dodging for both.
- Both AI cannot utilize push attacks, so weapons that have to excessively use push attacks are weak for Bots (e.g. Greatsword, Hammer and Shield)
- AI cannot utilize intertwined combo routes, so weapons with complicated combos aren't preferred (e.g. Halberd, Bill Hook)
Tips for Modded AI and the List of Broken Weapons
- Modded AI prioritizes Armor class > Number of targets. In most cases, AI would only use the light attack, unless the light attack doesn't do damage vs Armor. A weapon that can live with only using light attack (e.g. Axe, Flaming Flail), or a weapon that has a distinct classification of Light = Inf and Charged = Armor (e.g. Dual Hammers) will be good for Modded AI.
- On the other hand, Modded AI would be horrible if your light attack 1 does slight Armor damage (e.g. Cog Hammer, Bill Hook). Modded AI would keep swinging light attack against Armored targets with these weapons.
- Brettonian Longsword is completely broken on Modded AI. It uses the Charged attack only when there's a single target, and only uses the Light attack against multiple targets, regardless of armor class (it would swing light attack vs 2+ SVs).
- Executioner Sword is completely broken on Modded AI. It only uses the Light attack, regardless of armor class.
- Warpick uses Charged attack against Armored target (Which is a good thing). Quite odd since Modded Coghammer AI doesn't do that, but it is what it is.
- Flail only uses Charged Attack against Armor (Which is actually a good thing). It also uses Charge Attack against multiple enemies as if it's Vanilla AI.
- Axe and Falchion uses Charged Attack against Armor (Which is actually a good thing).
- Flaming Mace isn't broken, but it acts as if Vanilla AI, using Light against multiple Inf and Charged against Armored or a single inf.
- Crowbill only uses Light Attack when there are multiple Inf target (would use Charged attack against a single Inf).
- Any other info on the broken weapon with Modded AI is welcome.
Tips for Vanilla AI and the List of Broken Weapons
- Vanilla AI prioritizes Number of targets > Armor class. In most cases, Vanilla AI would use the single target attack against a single Inf, and the cleaving attack against more than 1 Inf. And in most cases, Vanilla AI would only use the single targeting attack against any numbers of Armored targets. A weapon with a cleaving Inf attack and a single Armor attack (e.g. Greathammer, Axe and Shield) would perform better on Vanilla AI.
- In theory, it should be a straight upgrade to the Modded AI, however, a lot of weapons on Vanilla AI seems to ignore the AI settings and choose their attacks poorly.
- Hammer and Shield swings Light Attack at Armored targets.
- Sword and Shield swings Charge Attack at single Inf target.
- Mace and Sword never uses Light Attack.
- Coghammer is completely broken on Vanilla AI. It always attempts to swing Charged attack regardless of the situation, often dies getting swarmed by slave rats.
- Dual Hammer never uses Light Attack.
- Sword and Dagger never uses Light Attack.
- Falchion never uses Light Attack.
- Axe and Falchion never uses Light Attack.
- Fire Sword only uses Charged attack against Armored enemies, just like Modded AI.
- Fire Dagger only uses Charged attack against Armored enemies, just like Modded AI.
- Flaming Flail never uses Charged attack, just like Modded AI.
- Flaming Mace isn't broken, but it acts as if Modded AI, using Light exclusively against Inf and Charged exclusively against Armored.
- Crowbill isn't broken, but only uses Charge Attack when there is a single Armored target (would use light attack when surrounded by SVs).
- Any other info on the broken weapon with Vanilla AI is welcome.
|Modded||Mace and Sword||Dual Hammer||Sword and Dagger||Axe and Falchion||Flaming Flail|
|Vanilla||Mace||Axe and Shield||Greatsword||Rapier||Flaming Flail|
I tested Bot behaviors in Modded realm with Creature Spawner.
After update 4.2, you can still use Grimalackt's Bot Improvements – Combat> mod. In such a case, the mod will simply override Vanilla Bot's melee behavior. You can easily toggle between Modded AI and Vanilla AI by tapping F4 (Mod Options Menu) and clicking the checkbox.
Source: Original link
© Post "[4.2 Vanilla + Bot AI Mod] General Insight of Bot’s Melee Behavior + list of bugged weapons." for game Warhammer: Vermintide.
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