![day of infamy bots day of infamy bots](https://battlefield-classic.michaelzfreeman.org/wp-content/uploads/2019/07/rogame_2019_07_13_19_59_44_714-1024x576.jpg)
> Rare: As of 1.3, bots seem like they're supposed to give the player a bit of time to engage before the bot opens fire. You can check out my "Higher Level = Harder Yeet" video if you want to see what I mean, though. Again, just to reiterate, the bot AI is honestly just too inconsistent to prove this theory. There have been tons of cases where a bot instakills a high-level player, and then proceeds to miss every shot or downright ignore a low-level player. This is purely speculation, but I've had a lot of people agree with me on this one. > Very Common: Bots seem more deadly to high-level players than low-level ones. This is especially annoying in Frenzy as a bot can sometimes sprint right up behind a player and melee them without the player ever hearing them. > Uncommon: Running/sprinting bots don't make any noise. > Very Common: Bots moving at walking speed are unhearable, which can get extremely annoying in HC as the default bot speed creates no noise at all. This typically results in the player's immediate death, especially if the Jumper teleports behind the player due to the extra melee damage from the back. > Common: In Frenzy, the Jumper pulls the "teleports behind you" meme and will teleport directly behind or in front of a player. The low-pitched voice for the Bruiser is sometimes applied to other enemy types, as well. The Flamer might not be on fire, or the particles for the Jumper might be applied to other enemy types.
![day of infamy bots day of infamy bots](http://www.capsulecomputers.com.au/wp-content/uploads/2017/03/day-of-infamy-screenshot-10.jpg)
> Uncommon: In Frenzy, the bots have the wrong effects. Still annoying, but it's not as bad as before. I don't know about missed melee charges, but while your gun is still disabled when you're hit by a charge, it's for a much shorter duration (about half a second). In some cases, even a missed melee charge will prevent the player from firing their weapon. This gets annoying as melee charging disables the player's ability to fire their weapon for two seconds (almost like they're in a restricted area). > Common: Bots in Frenzy like to melee charge whenever possible. In fact, this bug actually happens more often after the hotfix that supposedly fixed this issue. Claimed to be fixed, but of course, it's not. Only their gun can be seen, as well as a couple other small things that just float around. Ever since getting the clips for the "Day in the Life" video, I can confirm that bots do actually use different fire modes. I'm gonna name this bug "DFSA" or "Double First Shot Accuracy" as both shots always hit, and bots never actually use semi-auto fire if their weapon allows for full-auto or burst-fire (and this bug happened to me once from a bot with an MP5A2, which has full-auto). > Rare: I've been killed several times now from two semi-auto tap shots, fired with 100% accuracy. I'll also list how commonly these issues happen (roughly these aren't really that accurate lmao): I'll also list my current strategies for fighting the AI in both Hardcore Checkpoint and Frenzy. There's still a lot of issues, though, and I've also got some suggestions that would make the bots more challenging to play against without making them particularly bullshit. I remember I once nearly died from several bots camping one building that was separate from the objective area, and I've never seen bots in that particular building since. They alternate between ambushes, hit-and-run tactics, and retreats to create a pretty unpredictable experience each time you play a map. To start off, there's definitely been a lot of improvements to the AI. I'm moving this thread to this subforum as more people will probably see it here than on the CTE-specific one. The old bolded text is now just standard font. NOTICE: Bolded text is used to show any edits I've made to the OP as of the July 11th hotfix.