TF2 bots, my love.

REEJ

L420: High Member
Aug 26, 2010
437
176
They never quit testing your map.
They stick to their set class.
They will never afk at spawn.
They understand the meaning of dev textures.
Their skills are better than those of an average player.
Their silent feedback is always polite.
Their countless deaths are inspiring and informative.

They always motivate you to keep working on your map.
:wow:
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
They don't understand 5CP.
They don't understand control points being locked by disabling control points' trigger.
They will never crouchjump.
They will try to pick up ammo and health that is 500 units above them.
They will run to the first CP and retreat from at as the round starts.
They will never use paths that require them to drop down and lose even 1 HP.
They will attack 12 defenders on point in groups of 2-3.
They will not rocketjump.

Despite all that, I still love them.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Sniper bots are too bloody good.

I was a Scout, running and jumping all over the damn place as Scouts do, and BOOM, headshot.


But yes, I love TFBots. They are really effective on Payload maps (particularly Upward).
 

Omena

L2: Junior Member
Feb 26, 2011
50
20
I hate it when they just stand in the spawnroom in Badwater.
 

ardysqrrl

L4: Comfortable Member
Oct 26, 2009
173
159
bots are so bad oh my god

they have no concept of past a bot can stare a sentry in the face go around a corner and completely forget about it this makes demobots pretty much worthless for anything aside from random grenade spam and most sentry spots seem more powerful than they really are the same applies to people if you're at low health and duck around a corner all bots will suddenly forget you ever existed

they have no concept of future prediction so they'll never use flanking routes properly i think its pretty much a die roll which route they take the only sort of prediction a bot is capable of is leading rockets and even then they assume their enemy will walk in a straight line forever they'll never try to trap enemies by shooting a rocket behind an enemy first

have you ever seen bots try to defend a point like seriously half of them just stand in one spot ready to get spammed to oblivion also because there's no equivalent of info_node_link_controller for navigation meshes there's pretty much no way to use bots in a map that have unlockable doors

plus they don't rocketjump stickyjump or doublejump

fffff

edit if you tell me this post has run-on sentences or something you're missing the point pretty much I just went through and removed some punctuation
 
Last edited:
Mar 23, 2010
1,872
1,696
can be useful for refining the map before it gets played FOR REAL.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
forever-alone-face.png
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Anyone else having idling bots in koth_badlands?
Looks like an incomplete navigation mesh to me.

EDIT: Also, bots work on Medieval mode now. Oh my god it's fucking awesome except they don't understand that you can't walk through locked doors (cough degrootkeep cough).

plus they don't rocketjump stickyjump or doublejump
I'm no good at programming but I can't help but think this would be very basic to do (for Soldiers at least), except for determining when and where bots should jump.
 
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REEJ

L420: High Member
Aug 26, 2010
437
176
Anyone else having idling bots in koth_badlands?
Looks like an incomplete navigation mesh to me.

Since last patch the bots are screwed up if you ask me.
I was using them just before and just after on my map... newest "improvements" broke them