i still dont have my hands on halo 4 and i wont for a bit. so im wondering how the AI is in this game…
are the prometheans smart and challenging? how about the covies? (id be nice if someone could break them all down for me)
Also, how are the marines and spartans? are the dumb like they are in previous games or are they actually useful now(a bit more like halo 2s)? and can the actually drive vehicles properly now?
Overall, in my opinion, it seems a lot better. Especially from the Marines/Spartan IVs. They help a lot when you have them as allies. The Covenant AI is improved, but the Promethean AI is great. The Watchers and Knights really work together to make your life miserable.
What I like about the AI, is that it gets better for the enemies as the difficulties go up. Rather than doing what Reach did, and just give enemies Godlike health, they get a bit stronger but their AI is improved.
There aren’t as many friendly AIs in this game as in previous Halos. I’ve only really played on the harder difficulties so they didn’t help much. I haven’t really payed attention to how useful they are.
The Covenant are quite annoying. If you want to live, you usually have to stay back, shoot from cover.
The Prometheans…they’re another kind themselves. One has no shields? Teleport away, another comes forward. Remember to take out the watchers, and then just stock up on grenades.
This is the only Halo game where stocking up is required; Just like pokemon.
[/li]- Enemies, especially Elites and Knights, will often refuse to evade or retaliate while you shoot (and subsequently kill) them.
Allies will often fire weapons with splash damage (ie. Railgun) at dead enemies, even while the player is in the vicinity of said enemy.
While driving the tank, allies will commandeer other vehicles such as Warthogs to follow, only to drive directly in front you while you’re engaging an enemy.
Allies seem to oscillate between turrets. A good example of this is in the mission in the jungle while you’re waiting for the door to be unlocked.
Extending the point above, allies will often randomly negate/refuse using a turret and instead use their regular weapon, even if they were previously using a turret.
When entering a Warthog or other multi-seat vehicle, when multiple nearby allies exist, the decision of who is placed in which seat/position seems random, which often results in an ally holding a Rocket Launcher getting on the turret and another ally holding a pistol getting in the passenger seat.
You can often engage enemy vehicles head-on with another vehicle, only for the enemy to do nothing. Specifically, you can drive a Ghost up to a Wraith and usually get to a point where it will not retaliate or evade while you shoot it.
Target prioritisation seems to be an issue, since I recall an instance where an ally sitting in the passenger seat of a Warthog armed with a Fuel Rod cannon decided to shoot at the objective rather than the attacking Ghost clearly within the ally’s range.
These items are not exclusive to Campaign either, since, presumably, Spartan Ops is reusing a lot of these agents’ behaviours. And, obviously, because these [significant] kinds of problems exist, the gameplay is far less immersive than it should be for the player.