> Yep, and what’s the point of using a silenced pistol in ODST if the covenant had clairvoyant powers. That just lets down gameplay immersion.
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> My suggestion is for 343 to try and revert to Halo CEs kind of being able take them down from a distance without them mystically homing in on your position, knowing when you’re scope is on them and taking cover when they should be absolutely oblivious.
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> What irked me was the Nightfall level on Reach when you approached the first set of structures and took out an elite/grunt, then suddenly the hillside would erupt in fire. I know the sniper rifle leaves a vapour trail so they could track that at a close distance… But at night time and when it was a surprise shot. Really, WTH. Even cloak doesn’t always work.
Indeed. AI need to be able to interact with each other and not just in dialogue. They should notice their dead and react to their deaths, especially in the case of Hunters (post-H2, kill 1 bond-brother, other one goes into melee mode), Elites (H3, when they kneel before dead marines), and Brutes (H2).
But they shouldn’t be near omniscient. For example, on LNoS, if you go on the highest accessible (meaning you don’t have to get out of the map via Pelican) rock cliff-face and wait for the dropship to arrive and deploy the troops, if you just stay there, some of the AI will be looking up at you. This happens even if you were hidden from the Spirit’s main gun.
Also, in Reach, there’s hardly any emotions in enemy AI. They’re just mindless killing machines. Grunts and Jackals rarely panic (the latter never panics). Elites show some surprise but they berserk way too much (I suppose it’s because it’s now freaking hard to kill them so they had to give them a flaw).
It’s not too late for AI that lack clairvoyance to exist in Halo. There is a reason why I promote this as one of the best things in Halo 3. They notice their dead but they don’t notice the player if he’s stealthy enough. It is actually possible to assassinate most of these Brutes without being noticed.
Of course, they should notice gun fire, be drawn to it or go into all sorts of behaviors: stalking, prowling, crouching, taking cover, etc. That was one of the things that CE had. In Reach, it’s just all over you in an instant. One of the worst enemy AI I have ever seen has to be in Medal of Honor Airborne. They know your position even when they’re not looking at you.
> > This thread is pure win. I have nothing to contribute for once, other than a healthy serving of Thanks.
>
> Cheers friend.
Cheers! 
> It always seemed a little ridiculous to me that the enemies at the start of Truth and Reconciliation didn’t notice what was happening, considering how close the player is to them, and how loud the Sniper Rifle is.
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> At closer range, I believe the enemy should know that they’re being sniped, but shouldn’t instantly know where it is coming from.
That would be because the sniper had a setting close to ‘silent’ (I believe it was ‘quiet’), which means if you fired a gun with that setting in front of a Covie, they wouldn’t notice at all. What was then could have been refined but it seems to have been unused completely. In the later Halos, weapons are either medium or loud afaik. It’s likely that the sniper is on one of those settings. And the ODST weapons are merely eye candy.