Dear developer.
Here is the latest news from the official test.
Tested on a regular player!!! Procedural map.
1. About the tank. The idea is good, but. If there is a Spaceport on the map, the tank will spawn not at the point that is the drop point for paratroopers, but on the route of the tank to the Spaceport.
This is a well-known map problem with this building.
2. the accuracy and damage Parameters are not working correctly. When trying to zoom in
these bots mow down and there is a chaotic reloading of bots that release one or two rounds and reload.
And the further a person is from the bot, its accuracy decreases in arithmetic progression along with damage from it.
Here is an example of a precision config, etc.
"NPC Paratroopers attack Accuracy (0-100)": 100,
"NPC Paratroopers attack Damage Scale (0 - 100)": 300, - still low damag. If the value is 100, you can stand naked. And be treated by CD.
"NPC Paratroopers Aggrovation Range": 260, - everyone can see no further than their nose. Do not run to the goal and do not attack. Continue to depict furniture at the sound of a gunshot.
"NPC Paratroopers DeAggrovation Range": 280,
3. If the bot is spawned in a limited space, for example, between stones, the AI loops in search of a route, ignoring the players even in the field of view. There is also a failure of bots through the textures of large stones.
4. Weapons bots don't work with attachments. For example, a silencer completely kills damage at a long distance.
5. the Coefficient of dampening damage from bots when dressing armor is saved but due to the fact that it is initially wrong - the fatter the person is dressed, the worse things are.
The test was conducted on a whale-Armored jumpsuit + AK
That`s all. Event realy cool. The box is fine. Timers are working everywhere. The only problems described above are)
Thank you very much for your work! I am ready to test this event. Because I like it and my players like it too!
P.s. Bots often sink because the drop point is often located on the beach.