Shortly after starting the test again, I found another problem. I don’t know if it was caused by a new patch or if it was an original problem in the code ‘DEA12’.
If you refer to the code ‘TQSTY’ and improve the personality of the bots, it would be good in its own way. Anyway, that’s my opinion.
All: Enemies (player or AI) will already start using guns and skills when they are out of sight. Because there is a wall, the AI starts attacking as if it already knows where the enemies are, even if they can’t see it, but if it doesn’t hit them, it’s of no use. As before, you need to make the enemies attack when they are fully in sight. It has been reported that a player using Sombra has been attacked by an AI recognizing an enemy despite using Stealth.
There are times when AIs are created that don’t fit the numbers. In particular, it occurs best when a player has at least 1 player on the defensive team, and even if the workshop is set by default, sometimes more than 6 AIs are placed on a team.
AI doesn’t fill the player’s place. Even if it is filled in, it seems to have no meaning if the AI does not match the roles properly and changes them over and over again like last time. Even the AI couldn’t figure out the path.
Hanzo: Hanzo isn’t using his ultimate as well as he used to. Perhaps Hanzo misunderstood the enemy, and he throws his ultimate at places where the enemy is not. Sometimes it even blows up in the air (the sky). As before, I think that if Hanzo and Zarya work together to use their ultimate, or if they just blow it towards the cargo, it will be a deterrent to some extent. I’ve also thought about making the ultimate attack on one enemy, but I think it’s an attack with a very low probability of gambling.
Reinhardt: I’ve confirmed that melee attacks work really well. Thanks to this, it will provide a strong tanking ability and a solid shield. However, another problem arose here. When Reinhardt is close, it will melee attack, but it will stop suddenly after getting too far away from the enemy or moving a certain amount of path.
Widowmaker: (Guess) Not sure about sniper support. Rather, she charges like Soldier 76 and fires her gun, which is not appropriate for her role. I’ve played a few rounds, but I’ve never seen Widowmaker have a brilliant record. Even if she tries to zoom in on her, it takes less than three seconds. She thinks it should be made so that it can deal certain and lethal damage. She likes making her hit enemies with a full charge (100%) like she did before, and makes sure she can hit enemies even if it’s not fully charged. What she does for now is that if she gets too close to her cargo, she becomes a venom mine planter and a scavenger and fires at her haphazardly. And she doesn’t really do any damage when she attacks in sniper mode.
Mei: After using Cryo-Freeze, it doesn’t move in place. Perhaps it is a problem that existed in the code ‘DEA12’ from the beginning. Similar to Reinhardt AI, the phenomenon of not moving after performing an action is the same in both cases.
Winston: The barrier generator is not being utilized properly. The barrier generator has two main roles. One is used to benefit your own engagement, and the other is used to protect your allies. Previously, Winston made good use of the Barrier Generator to defend both roles. After he leaps through the jump pack, he places a barrier generator to block enemy attacks, leading the engagement to an advantage. Also, when his allies and enemies got close, he used a barrier generator to reduce their damage. It would be good to keep this in mind.
It moves while attacking and when the enemy dies, it stops suddenly and sometimes stops for no reason. It happens randomly on all maps, and in extreme cases, it keeps moving only to the drop zone.
Brigitte: The Shield Bash doesn’t work well. Referring to the previous code ‘TQSTY’, Brigitte makes them collide or stun first to prevent the enemies’ powerful crowd control. Because of this, it was one of the AI that gave players quite a headache, but now it is not doing its job properly. Brigitte is a hero with two Crowd Controls. As long as she makes good use of her, she can keep enemies from even stalking nearby. When an enemy is nearby, even using a Shield bash will be able to easily dispel the enemy’s attack.
Watchpoint Gibraltar: If the AI is the attacking team, it won’t move and won’t leave the spawn point B area. It seems to be an unspecified problem for the attacking team.
Numbani: AI won’t come out of the Control area with cargo when the AI goes to eat the small healing packs in the nearby small and large rooms.
Before capturing the last point C, if the AI enters a room with a small healing pack, it cannot exit.
In the case of the attacking team, AIs cannot come out of the A area spawn point that is opened after capturing the cargo. It was the same as not being able to come out even after time passed.
King’s Row: If the AI is the attacking team, it will abruptly stop moving just in front of the hotel (near the main entrance) and not in the room eating the small healing pack.
After capturing the cargo, the AI will get stuck in the wall at the spawn point in Area A that is open. (No trees or cars.)
Rialto: When it comes to attacking teams, sometimes they stop in the middle of the bridge instead of crossing the bridge. Fortunately, it never fell into the river.
Blizzard World: AI cannot exit if it goes through a giant door and enters a nearby room with a giant heal pack.
Eichenwalde: In the case of the attacking team, the AI does not appear when almost all of the cargo arrives at the last base, Area C.
Junkertown: AI cannot exit when entering a room with a giant heal pack near Area A.
AI gets stuck in a wall on the 2nd floor with a small healing pack and can’t move (on the battlefield in zone B beyond point A)
Hollywood: If the AI is the attacking team, stand in front of Area B (gate) and do not move. The same goes for moving cargo.
[Code verified: DEA12]