So here's my final conclusion on this until I find something drastically different or until something ingame changes.
InfantryBot infantry fire from further off, which is nice and makes them a real challenge - At 90% difficulty, they can be as tough as human players as far as reflex and accuracy - They use rifle-nades sparingly, which is tres cool. However, they now seem almost oblivious to player commands when you are NCO. Before you could tell your squad to move to a position and they did, get in and they did, and we all were just waiting to see if they could respond to 'I need a ride'... Now they don't even ask
They use too much smoke grenades and hardly any grenades and don't know how to handle light armoured vehicles like the universal carrier. I suggest losing the smoke thing, except in rare occasions... like the rifle-nade use and letting them use nades like before i.e if you are partially or completely concealed.
For universal carriers, I think they should try to go for a shot at the driver specifically and anyone else in it and forget about using grenades. They should also try for a shot at occupants of other APCs and units using stationary weapons like mgs and AT guns. Fact is, they need to be able to SEE the person on/in it and not just the gun as one piece - And yes, again, forget the smoke - Darn thing is killing gameplay
MG gunners need to be able to see their MGs as top priority for infantry from range with prone being the best known position for use. At closer ranges (What is currently their mg-distance
). Knife should be at the same range for them as everyone else.
Dashing back should be reduced in distance. They run too far back for silly reasons. Germans with the gabellte ladung should use them like the Brits use the charge. Just drop it already - Eint too hard. Currently they rely on their tanks to win against other tanks, otherwise they are screwed until 1944
LMGers are now perfect in accuracy and use. We certainly need more infantry and their accuracy is as it should be - Same for AT rifle-ers.
If miners cant drop their mines they should stop, wse prefer their use of the wrench over anything else.
Squad leaders should be seen as the least priority for selection, except when there is no condition. If there are armored vehicles, let em spawn as AT guys, if infantry, riflemen, smgers and MGers, light vehicles, smgers or MGers.
AT guns, AA and MGI like how it is now for the most part. Bots staying on permanently, their range is excellent for all of them and once daude's fix is applied, their traverse is also good. Bots need to stay on the vehicle and never get off save for being attacked in a way they can't retaliate, eg. AA and mgers attacked from close range without being able to return fire (AA can't use theirs close-range on infantry), then they should get off. Otherwise stay on. they need to have limited vision, only swiveling around at the sound of a vehicle or gunfire. Infantry should be able to sneak up on them.
AA should fire at infantry at long range. Infantry needs to LOVE these guns. top priority. AA and MG especially. AT should have slightly less priority to medium tanks so that if tanks exist, they go for the tanks and will only use AT guns when no tank exists, so that we can have a mobile battlefield and AT guns become the fall-back weapon when the enemy breaks though to the defense line faster than the tanks can spawn. But bots should prefer AT over walking.
AT with HE should use these on infantry (As should the hanomag with PAK35). AT without shouldn't. The guy on it should get off to defend himself and mount it once a tank is in sight i.e. he prefers it over walking in that instance. 88 falls under AA and should have similar priority i.e highest, but they need to be made slightly more accurate. Currently they are TOO inaccurate and don't pwn as much as they should. Try Sidi Rezegh and you'd understand.
AA needs to use the accuracy of FH2.2 - Currently they are too accurate. I know, I know, but its cool to be able to have a chance surviving their onslaght.. they are already permanently active, no need for pixel aiming to. Range is good though. Bots should like all mgs as much as they currently like the Mg15. From lafette mgs, to bipods, to deployed Vikers and Browning .30cal.
If a bot encounters an enemy, currently, he uses his hand weapon first - It shouldn't be so. Bots need to be able to use the best weapon for the job. TanksI LOVE the range of tanks now and some tanks' ability to stand at range and fire. and they are certainly more aggressive now, perhaps due to the range they fire now. But tanks need different code from one another according to their gun, therefore, a matlider should see itself like a light tank since its gun is of similar quality.
Once a tank encounters a heavier, first priority is to conceal itself in smoke. Then try to flee while firing - Not charge in. If it was going somewhere, then it should use infantry tactics of moving back and then trying to go its merry way, while firing at the heavier tank ofcourse. This should be more so for light tanks facing heavies. Also, tanks facing enemy tanks above their weight need to be able to switch ammo to capped-ammo and not the original ammo type.
For some reason, German tanks feel sheepish and are less likely to fire at Allied tanks. This shouldn't be so. Also, tanks that HE should use them on infantry as and when they see them, OR they should use HE only on AT infantry and engineers, leaving other infantry for their hull gunner etc. Perhaps this will cut down on the HE-fest and TK that may occur otherwise. Tanks should use either HE or mg on AT guns and second priority should be AP. For enemy mgs positions and AA, it should be HE and mg
The PZII doesn't seem to like to fire. And of all the tanks, it and the FIAT NEED to as that's their only choice to survive other tanks. These tanks should also use HE on infantry, irrespective of class, since they are very vulnerable to AT rifles at range. Tanks like the Stuart and British tanks should use thier coax mg for infantry as they currently do - AND if possible, the Stuart and M5A1 could use shot if its ever figured out how to use both coax mg and shell for the same target
For other tanks, this miracle should be applied thus, use mg at close range, HE at long range, except for AT infantry and engineers in which case, use HE exclusively
AirplanesAlmost No complaints here, planes are certainly the most aggresive things on the battlefield with good accuracy, ability to stay on the target assigned them by the commander or NCO and they fly gracefully and fire from good range.except for fighter-bombers and the Stuka not using their bombs. The Stuka needs code more akin to the beau in order to fly alot higher over the flak and only dive to fire its mg at range and drop a bomb when on target, always for armored vehicles and sometimes for light vehicles and infantry. It should use the single large bomb for entrenched targets and the smaller ones for other targets.
It should also turn on its divehorn once it 'decides' to strafe and only put it off once its dropped its bombs or passed the target.
Rocket planes should use rockets on tanks, cannon on other vehicles and infantry and ALL planes should user mg for ranging attacks on enemy planes and cannon at closer ranges.
ArtilleryWith tanks firing from as far as they do, I really think bots should be able to man howitzers at least with even greater line of sight and use AP for tanks and HE for everything else. Mortar might be tricky with its elevation, but perhaps what currently exists needs to be worked on to get them aiming right and seeing further - Perhaps not as far as howitzers, but far enough.
Bots should either see these as high priority, jumping on it as soon as they see it, get their new line of sight, and fire once enemy units are in range, after which time they lose interest and bail OR a modification needs to be made to make them heat-up or something so that bots remain on them indefinitely but would fire a number of shots and the gun would overheat and needs to cool before firing again. What to do is to make the gun heat-up slowly so that you can fire a number of shots, but cool down way slower unless its overheated at which time it cools down a bit faster. That way, the heat takes time to build, but won't go down faster than the gun overheats from continuous firing, and then cool down relatively fast so that after about 5 minutes the gunner is ready to fire again - This might be especially useful for mortar since it fires quite fast and will be serious rape if left to fire indefinitely.
Enemy bots need to see these like AT guns i.e fire on and kill bot manning them, get in close, use knife.
Outstanding issueBots using the 2pounder and hanomag mg34 as well the PAK35 have a repeat sound which seems to occur as a result of the bot trying to fire between shots so what you get is a firing sound in between real shots. Yes, its a bug with bots using these guns.