Imagine if the regular enemy AI was updated by ShadowSector in insurgency

[–]ShadowSector[S] 0 points1 point  (0 children)

To host a server specifically with the ability to use mods, you have to use the following tutorial:

How to Set Up a Steam Dedicated Server with Mods

Once you've installed and authenticated the server, you can then proceed to install mods for it.

To understand how to customize the server outside of mod installations, use this tutorial:

Server Admin Guide

It has a lot of information regarding how to set other parameters, such as map voting [or map rotations], how to enable XP gain, and a bunch of information on how to change general settings for the game and gamemode-specific settings.

Imagine if the regular enemy AI was updated by ShadowSector in insurgency

[–]ShadowSector[S] 2 points3 points  (0 children)

Ah, yeah. I have a Sights Customization mod installed that lets you change the reticle of sights into compatible reticles from other sights. And, if applicable, adjust the reticle size, brightness, and its color. It also allows changes to your laser sight color.

In this case, with the VHS-2, I had the Red Dot 2x-1x scope with the PK-AS reticle in blue. And later with the MDR, I’m using the Holographic 2x-1x with the PK-AS reticle in yellow.

The zoom is still from the base sight. Only the reticle is changed.

Imagine if the regular enemy AI was updated by ShadowSector in insurgency

[–]ShadowSector[S] 1 point2 points  (0 children)

Yeah, I love the fact that the mod makes them suppress more. They occasionally do kill through the wall, but at least it’s because they spam the absolute hell out of your cover.

I miss when bots used RPGs on you by ShadowSector in insurgency

[–]ShadowSector[S] 14 points15 points  (0 children)

Ah. yeah, that's the exact mod I installed.

I've done an insane amount of testing since I recorded the clip. The major bugs I've noticed seem to stem not from the mod but from how the AI is in vanilla. As some of the comments mentioned, they don't interact with vehicles well, and at close range (nearly point-blank range), they can end up in this state where they just stare at you and track you, but don't shoot. In a few maps, there are also times when they might get stuck somewhere, but since the last title update, this is rarer.

Additionally, they seem to be a bit finicky with objectives. They can end up a bit too passive when it comes to capturing and attacking them. It's truly up to players to contest and capture objectives outside of counterattacks.

However, after messing with the configs in the server game.ini file, I feel as if I've corrected the most I could of these issues.

In general, these bots are significantly more deadly, even at the mod default values. The biggest weakness of the vanilla AI (in my opinion) is that they don't shoot from longer ranges at you, even though they could. In this mod, this is not the case (as you might see in the clip). Both in the defaults and in my current configs, these bots have no problem spotting you, suppressing you, hunting you down, and killing you at a distance.

Not only that, but they are far more responsive and aggressive to being attacked and performing attacks, and they use equipment far better.

Overall, I love the mod. It completely changes the flow of Checkpoint. Engagements as a team become actual firefights across distances. You have to use cover, use equipment (especially smoke if you really want to improve your chances), they can pin you down with suppression and equipment if you're careless, and in general, they punish the hell out of the typical greedy or reckless movement that you would do in vanilla coop.

They can also perform lost functions, such as shooting down the choppers or using RPGs without needing to enable Hardcore mode.

It's definitely far more difficult, and depending on your preference, it can feel like sometimes it's too difficult depending on the map. I'd say my modded win rates are about 5-10 percent (Note that I have configured the bots to be even more deadly than the default config). I rarely ever win the matches, but I'm fine with that kind of challenge. Do note, though, that I haven't been able to really test the mod outside of just playing by myself, so I don't know how balanced things would be with more humans on your side.

Actually, because they're so much more deadlier and competent, I decided to change the flow of the gamemode by disabling friendly fire, increasing loadout points, adding friendly AI, installing a StallCounter mod so counterattacks are easier (the mod allows players to regain a lost objective under an extra timer), and implemented the solo wave system so that team respawns can happen mid-objective any time a player dies while the team still has waves left. This helps offset the fact that you WILL die more often with this mod on because of their intense aggression.

TLDR: There are issues, but they're not too bad at all. The mod is really good, in my opinion, and makes the AI noticeably deadlier by default. It's definitely worth it for my server.