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In ''Quake III'', there are five difficulty levels instead of the normal four. All of them can be selected when starting any Singleplayer map. The skill of the bots in each map depends on the selected difficulty level. |
In ''Quake III'', there are five difficulty levels instead of the normal four. All of them can be selected when starting any Singleplayer map. The skill of the bots in each map depends on the selected difficulty level. |
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− | At lower difficulties, bots are handicapped at health and damage they dishout, also unresponsive to the sight or audial cues they gathered for first few seconds and don't pay attention to dodging or positioning. Low difficulty bots would run in straight line, shown to be slow-witted in combat and aim behind and rear of the player without leading the shot regardless of weapon they have. Their aggression |
+ | At lower difficulties, bots are handicapped at health and damage they dishout, also unresponsive to the sight or audial cues they gathered for first few seconds and don't pay attention to dodging or positioning. Low difficulty bots would run in straight line, shown to be slow-witted in combat and aim behind and rear of the player without leading the shot regardless of weapon they have. Their aggression depend on their traits and stick out more with difficulty; as they may decide to change targets upon proximity, new attacker or at the sight of a weakened foe or their previous killer. As difficulty scale increases they start to go for important pickups, dodge and navigate better, become unforgiving, position to take cover and aim better while losing their damage-health handicap at each scale. |
While high difficulty bots, would have jumping characteristics, change directions at random, can take cover against stray fire and prioritize item pickups by following a specific route. Depending on their weapon skill profile; they aim for either leading the missile projectiles successfully or have pinpoint accuracy at long distances by swiftly aligning their shot. At high difficulties, they become highly aware of audial cues they hear, possess swift turning with quick reaction times, also pay attention to their environment and positioning as well as reload delays of foes. |
While high difficulty bots, would have jumping characteristics, change directions at random, can take cover against stray fire and prioritize item pickups by following a specific route. Depending on their weapon skill profile; they aim for either leading the missile projectiles successfully or have pinpoint accuracy at long distances by swiftly aligning their shot. At high difficulties, they become highly aware of audial cues they hear, possess swift turning with quick reaction times, also pay attention to their environment and positioning as well as reload delays of foes. |