Small request, can the Easy Mode version of the mod be updated too? It still works but the traps are missing and it's causing the HVT suspect in 'Carriers of the vine' to not spawn. I rather enjoyed blowing off steam with that mod.
I agree with the idea of this mod, but the effects are too much of an impact for my level of play. I'm fairly competent at RoN already (I've solo'd all levels at S rank vanilla style), but some RNG based situations have to be slogged through where the AI gets unusually cracked behavior. To me, the main download for this mod completely negates their resistance in a way it's too easy. There should be a middle ground with minor effects to the AI, so that "decent" players attain reasonable difficulty.
I would appreciate it if you were to make an alt version as follows: - Traps / fire-rate untouched, only slightly nerf accuracy or not at all. - Reaction time set to 0.5 seconds, or at least so that suspects targeting at distance react "normal" to vanilla, while attentive players are actually able to react to suspects in CQC without being seemingly pre-fired / wall-banged unreasonably.
barricaded suspects should be impossible to dig out but yeah lets just keep making the game easier. thatll bring more people to the game if you make it so you need less teamwork and communication. greaaaaaat
FATAL FUNNELS ARE CALLED FATAL FOR A REASON
WHEN YOU POP A HEAD INTO ONE YOULL LOSE THE HEAD
PLEASE START THINKING CRITICALLY ABOUT WHAT MAKES MILSIMS FUN
Nobody is forcing you to get this, and while this game is supposed to be hard the suspects shouldn't have god like aim and react beyond light speed. Please leave me feedback if there is something I can fix and I am still working on this so things are planned to change and improve.
Yeah, I'm going disagree with you slightly. The game in its base form isn't as authentic to real life as you want it to be. The base AI is extremely over accurate and over use full auto. They always seem to be pinpoint accurate while shooting full auto to the point it defies logic. This again goes against my personal training especially on mapps where the hostiles are private security who should know shooting full auto makes you extremally less accurate. Also, there's more to the game than just clearing "fatal funnels. I've tried leaning around wall and peaking from cover and if the AI spots you they score a hit 70% of the time. As in first burst they score a hit. To me this isn't realistic. The majority of police encounters the hostiles are not that good in real life. So yeah, I'm going to give this mod a shot. Hopefully it doesn't make it to easy, but you shouldn't be going up against an army of terminators who literally score hits by being looking at you no matter how well you peak a corner.
Gonna tell you as someone who served in Afghanistan and other places for years the AI shooting you right as they see you isn't human reaction, to be able to got from a gun off body to on body pull the trigger and actually hit a head isn't that easy and none of these AI would be expert tier one dudes. I have been serving for 13 years and I cant remember a time where a terrorist was john wick. The games AI needs tweaked these drug fucks on the game aren't gonna be accurate like they are. No ones making you use this mod but it might help people want to play the game if they aren't being one tapped by a sprinting drug addict and not having to have dipshits who thing the games base AI is realistic yelling at them. The AI is aids accept it, half the time they wont even surrender from gas and tasers its not good.
seem like the mod messed up elaine raskin spawn for Carrier of the vines mission. Because i did 4-5 retries and she didnt spawn anywhere but when i did the mission again without better ai mod, she spawned back in normally.
When I played Carriers of the Vine yesterday and she did spawn for me at least I think so, it shouldn't be like that because the place I use to make my own mod doesn't change the mission objectives, maybe its a bug but I don't know for sure
I don't know, I haven't tried and I didn't make any changes to the max suspects but you can try! Although I don't think it works with mods that change other things like Astral's Revamped AI mod.
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I rather enjoyed blowing off steam with that mod.
I would appreciate it if you were to make an alt version as follows:
- Traps / fire-rate untouched, only slightly nerf accuracy or not at all.
- Reaction time set to 0.5 seconds, or at least so that suspects targeting at distance react "normal" to vanilla, while attentive players are actually able to react to suspects in CQC without being seemingly pre-fired / wall-banged unreasonably.
FATAL FUNNELS ARE CALLED FATAL FOR A REASON
WHEN YOU POP A HEAD INTO ONE YOULL LOSE THE HEAD
PLEASE START THINKING CRITICALLY ABOUT WHAT MAKES MILSIMS FUN
Calm down and just skip this mod, 😂