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Why do the NPCs have aim bot


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22 minutes ago, Gaffa said:

 

 

I mean sure... if you think that most of the game's characters should be able to use a pistol and hit you accurately from over 100m away, or the idea that the blind fire that NPCs "use" is far more accurate than the blind fire any player can "use". 

Then there's the rapid fire bug. No level of skill is going to save you from that when your entire bar of health and armour are depleted in half a second. Obviously I don't need to mention that holding a trigger down on the vast majority of automatic rifles generally means that the 2nd, 10th and last bullet isn't going to go where the first one went due to muzzle lift or recoil. 

 

There's also seemingly no scaling of skill. Private security (Merryweather) and the Military - sure they should have the top level of marksmanship ability. The higher level police units should be a step down from that, with the standard police units a further step down again. After that it's just the random street citizen / gang banger, who should have the lowest accuracy of them all. 

 

Some things are just "off" in this game. Some NPCs should be harder to deal with but there's also a lot of BS too. 

Right, for example the npc in the misson for the vehiclewearhoue have a strong autoaim, but you as the player can take vehicles (kuruma) and they can do nothing. 

 

Edit: In my opinion r* shoud fix other Things first (godmode etc.)

Edited by Moewe755
Thehunteroftruth
1 hour ago, Gaffa said:

 

 

I mean sure... if you think that most of the game's characters should be able to use a pistol and hit you accurately from over 100m away, or the idea that the blind fire that NPCs "use" is far more accurate than the blind fire any player can "use". 

Then there's the rapid fire bug. No level of skill is going to save you from that when your entire bar of health and armour are depleted in half a second. Obviously I don't need to mention that holding a trigger down on the vast majority of automatic rifles generally means that the 2nd, 10th and last bullet isn't going to go where the first one went due to muzzle lift or recoil. 

 

There's also seemingly no scaling of skill. Private security (Merryweather) and the Military - sure they should have the top level of marksmanship ability. The higher level police units should be a step down from that, with the standard police units a further step down again. After that it's just the random street citizen / gang banger, who should have the lowest accuracy of them all. 

 

Some things are just "off" in this game. Some NPCs should be harder to deal with but there's also a lot of BS too. 

 

EDIT - oh and there's something else I've forgotten to moan about here, that being the accuracy level of NPCs firing at you from moving vehicles. Look - there's just no way you're going to be as accurate as some of them are with automatic weapons, yet you can boost away in a vehicle and the follow-up shots can hit you pretty consistently. 

Is it really a bug tough? Whenever an npc perform that rapid fire thing they do have an animation that goes along with it as well as you can see from the vids below as well

 

 

 

I do pretty much believe it's probably a mechanic added by rockstar to add some form of fake difficulty, since they are not able to make a balanced ai without these irrealistic tricks they pull off.

That also reminds me this game has been out for 6 years on pc, did anyone ever had a look at this properly to see what causes it? 

Oh by the way the same crap happens in RDR2 as well and it's even more stupid when npc with revolvers do that)

Edited by Thehunteroftruth
Swift_Emperor
6 hours ago, Somnus Waltz said:

NPC's in GTA V have "aimbot" the same way every other enemy in every other videogame has "aimbot". Wouldn't be very fun or challenging if they had the same crappy aim of the people who are complaining about it... What's the point of having NPC enemies with guns if they aren't accurate? It won't motivate you to actually PLAY the game like it was meant to and develop skill and use your health items and tactics, etc... Might as well take away your health bar and make yourself invincible to avoid getting your feelings hurt cuz NPC's shot you or killed you. BTW the NPC's in GTA V are not even the best marksmen or difficult enemies compared to other games, not by far. LOL 

I used to be like you, then I realized just how crappy and simple gta5 combat is.

  • Like 1
2 hours ago, Thehunteroftruth said:

<snipped>

 

Good questions really... if the "rapid fire" thing is intended and not a bug, it's totally stupid and unrealistic. Just look at how fast that bolt carrier on the Carbine Rifle is moving versus it's "normal" speed. Ridiculous. Wouldn't be so bad if the recoil matched the fire rate, but that doesn't happen as most of those rapid fire shots tend to go to around-about the same place. 


The "spray and pray" animation so-to-speak is fine, but even modern firearms don't have an adjustable rate of fire. Minigun and other heavy weapons are an exception, but I'll go one further to say that once a rifle has been fired a lot in a short period, it's rate of fire is likely to reduce, not increase, due to heat and lubrications wearing away, amongst other things like tiny splinters of metal getting in between the mechanisms overall making the gun slower or less reliable or both. 

 

But I don't think anyone has really taken a look into it on PC. Could be wrong of course or whenever someone had the interest, they were met with dead ends but it's definitely one of those things that irks me and perhaps should be addressed for the Expanded & Enhanced. 

Somnus Waltz
4 hours ago, Gaffa said:

 

 

I mean sure... if you think that most of the game's characters should be able to use a pistol and hit you accurately from over 100m away, or the idea that the blind fire that NPCs "use" is far more accurate than the blind fire any player can "use". 

Then there's the rapid fire bug. No level of skill is going to save you from that when your entire bar of health and armour are depleted in half a second. Obviously I don't need to mention that holding a trigger down on the vast majority of automatic rifles generally means that the 2nd, 10th and last bullet isn't going to go where the first one went due to muzzle lift or recoil. 

 

There's also seemingly no scaling of skill. Private security (Merryweather) and the Military - sure they should have the top level of marksmanship ability. The higher level police units should be a step down from that, with the standard police units a further step down again. After that it's just the random street citizen / gang banger, who should have the lowest accuracy of them all. 

 

Some things are just "off" in this game. Some NPCs should be harder to deal with but there's also a lot of BS too. 

 

EDIT - oh and there's something else I've forgotten to moan about here, that being the accuracy level of NPCs firing at you from moving vehicles. Look - there's just no way you're going to be as accurate as some of them are with automatic weapons, yet you can boost away in a vehicle and the follow-up shots can hit you pretty consistently. 

That's why I enjoy the game. Cuz it's challenging. Cuz I know I can't just stand there and twiddle my thumbs while the enemy NPC's shoot at me

SummerFreeze
1 hour ago, Gaffa said:

Good questions really... if the "rapid fire" thing is intended and not a bug, it's totally stupid and unrealistic. Just look at how fast that bolt carrier on the Carbine Rifle is moving versus it's "normal" speed. Ridiculous. Wouldn't be so bad if the recoil matched the fire rate, but that doesn't happen as most of those rapid fire shots tend to go to around-about the same place.

I don't think it's a bug either but simply a "move" that's programmed into the AI. I believe the intention is to force the player to use cover. There's several times I saved my char's life from that move by quickly going into cover. It does get crazy in the Doomsday Heist though; instant restart and it's why I try to have an obstacle on my left as much as possible in that heist. (In third person there is small angle where you can shoot at NPCs but they can't shoot at you; the opposite is true when the enemy is behind an obstacle to your right.)

Swift_Emperor
2 hours ago, Gaffa said:

But I don't think anyone has really taken a look into it on PC. Could be wrong of course or whenever someone had the interest, they were met with dead ends but it's definitely one of those things that irks me and perhaps should be addressed for the Expanded & Enhanced. 

Definitely not a bug, I always thought it was lag. Genuinely curious what happens and how it's triggered. Seems like it's "a return fire" tactic, but I've seen it happen in many situations. Either way it's a cheap way of simulating difficulty, and will probably never be addressed.

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Fuzzy___Cat
5 hours ago, Moewe755 said:

Edit: In my opinion r* shoud fix other Things first (godmode etc.)

God mode is here to stay. It was rampant when I quit the game 6 months ago, and it's still a thing today. I refuse to believe R* are unable to fix it, they are unwilling. As to why, I can only speculate.

5 hours ago, Thehunteroftruth said:

Is it really a bug tough? Whenever an npc perform that rapid fire thing they do have an animation that goes along with it as well as you can see from the vids below as well

 

 

 

I do pretty much believe it's probably a mechanic added by rockstar to add some form of fake difficulty, since they are not able to make a balanced ai without these irrealistic tricks they pull off.

That also reminds me this game has been out for 6 years on pc, did anyone ever had a look at this properly to see what causes it? 

Oh by the way the same crap happens in RDR2 as well and it's even more stupid when npc with revolvers do that)

There is a way the player can do the same bug with all of the revolvers

Somnus Waltz

I think this is all a bit silly... In GTA V and GTAO, you have dozens of deadly weapons of all sorts - automatic rifles, miniguns, grenades, automatic shotguns, LASER miniguns and alien blasters for christ sake... You also have 10 sets of heavy armor and at least 50 health regeneration snacks... All of these things you can use whenever you want.

 

And ppl are still saying it's unfair cuz the enemy NPC's actually hit you with their bullets sometimes and it depletes your health? 

2 hours ago, Somnus Waltz said:

I think this is all a bit silly... In GTA V and GTAO, you have dozens of deadly weapons of all sorts - automatic rifles, miniguns, grenades, automatic shotguns, LASER miniguns and alien blasters for christ sake... You also have 10 sets of heavy armor and at least 50 health regeneration snacks... All of these things you can use whenever you want.

 

And ppl are still saying it's unfair cuz the enemy NPC's actually hit you with their bullets sometimes and it depletes your health? 


it’s unfair because it’s artificial difficultly due to the poor development of the ingame combat. Instead of having actual intelligent dynamic enemies you just have aimbot pray and spray enemies coming in droves, completely outnumbering you and there’s very little you can do about it. This isn’t an issue in any other gta game, even the more primitive ones like 3 and vice city. IV didn’t have this problem. Hell even saints row didn’t.
 

They cut A LOT of corners in this game when it came to interactions with NPCS and honestly the aimbot is just ONE point of contention. They automatically spawn from nonsensical places, the police always know where you are no matter what, all the npcs cars have more mass than yours, whether you’re driving a hybrid or a semi truck. Npcs randomly spawn and ram into you or cut you off during missions...

 

I mean be real here. None of these complaints are unjustified. If only one or two of these was a problem then that would be one thing, but I think it’s apparent the NPCs are purposely made to f*ck us In unfair ways.

Edited by REVENGE777
4 hours ago, SummerFreeze said:

I don't think it's a bug either but simply a "move" that's programmed into the AI. I believe the intention is to force the player to use cover. There's several times I saved my char's life from that move by quickly going into cover. It does get crazy in the Doomsday Heist though; instant restart and it's why I try to have an obstacle on my left as much as possible in that heist. (In third person there is small angle where you can shoot at NPCs but they can't shoot at you; the opposite is true when the enemy is behind an obstacle to your right.)

 

3 hours ago, HamwithCheese said:

Definitely not a bug, I always thought it was lag. Genuinely curious what happens and how it's triggered. Seems like it's "a return fire" tactic, but I've seen it happen in many situations. Either way it's a cheap way of simulating difficulty, and will probably never be addressed.

 

It's totally stupid - whether it's a bug, intentional system or what. Why should a rifle that normally fires at 600 rounds a minute (or whatever) all of a sudden fire at 3000 rounds a minute? "To force the player to do something" isn't an acceptable answer for me. You can't just change how a weapon works because a player "got good". Maybe if it was set in the distant future, but not in a modern environment with modern firearms. 

Rockstar's idea of inflating game difficulty is also somewhat moronic. Whether it be unlimited enemies that spawn randomly from any direction, allowing NPCs to aim weapons and cannons in ways that the player can't or whatever. 


It's funny because I've recently been playing Max Payne - a game from 2001 - which has several elements that are better than GTA V and I'm at the point where I'm thinking "did Rockstar Games lose the plot?"

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Swift_Emperor
5 hours ago, Somnus Waltz said:

And ppl are still saying it's unfair cuz the enemy NPC's actually hit you with their bullets sometimes and it depletes your health? 

Let me explain to you why NPC ai is almost the ultimate sin in this game.

 

GTAO is billed as an "almost mmo" but usually a an "open world rpg". See, open world rpgs motivate players to become stronger. You do things, you get xp, weapons, perks, friends, whatever. But the point is, you become stronger and you get to go and do things to become stronger. Now, gta0, they've decided to take that concept and completely throw it out the window. A level 1 player and a level 1000 player will be floored within basically the same amount of time, give or take a few milliseconds.

 

Gta0 avatars are incredibly weak, with the game never really utilizing mechanics to level the playing field or making exchanges with npcs more exciting. Be at the right place, at the right time. That's the secret to combat in gta. It's basically luck, or an armored car. There are no health packs, players only regenerate 50 percent health, snacks are buried under menus, armor is paper, npcs are deadly accurate and players stop receiving health at rough level 120(?).

 

See, other games, like fallout 4 for example, they don't have a brilliant ai. A coke'd up raider or bulky ass mutant can easily pick you off miles away, but the thing is the player is so strong, it doesn't really matter. Health is just a click of a button away, perks make you stronger and you have back up helping you out. Combat can be approached differently depending on many factors, and a stealth system means you could engage and never be caught by enemies.

 

Difficult you say? Is GTAO really difficult? It's not. Real difficulty is an ever changing exchange forcing you to adapt. Blind firing npcs from cover isnt exactly a challenge. See, limiting player health and bum rushing us isn't difficult, nor is it fun. What could be difficult is utilizing different types of enemies like snipers, juggernauts, grenadiers, melee specialists. Enemies could also heal each other and drop in via cars and choppers, rather than just manifesting themselves behind you. Enemies can force you from cover with tear gas or molotovs

 

There is no reason to become stronger in GTAO, simply because you can't. Players are exactly the same, and generally weak. There's no roles to play. Combat is boring, and devolves into "get into cover, shoot one guy, hide, shoot another guy, hide some more" and enemies are so 1 dimensional and simple. There's no real tactics, and nothing really ever changes. It's boring and the only real motivation to play GTAO is buying that shiny new thing that's fun for a few hours.

 

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SummerFreeze
9 hours ago, Gaffa said:

It's totally stupid - whether it's a bug, intentional system or what. Why should a rifle that normally fires at 600 rounds a minute (or whatever) all of a sudden fire at 3000 rounds a minute? "To force the player to do something" isn't an acceptable answer for me. You can't just change how a weapon works because a player "got good". Maybe if it was set in the distant future, but not in a modern environment with modern firearms. 

Rockstar's idea of inflating game difficulty is also somewhat moronic. Whether it be unlimited enemies that spawn randomly from any direction, allowing NPCs to aim weapons and cannons in ways that the player can't or whatever. 


It's funny because I've recently been playing Max Payne - a game from 2001 - which has several elements that are better than GTA V and I'm at the point where I'm thinking "did Rockstar Games lose the plot?"

I think in single player I've only ever seen NOOSE pull this "move". That makes a little more sense because they mostly carry SMGs and machine pistols can have a very high rate of fire (although not the MP5 because it fires from a closed bolt) dealing relatively low damage, so it doesn't kill you as quickly.

Edited by SummerFreeze

NPC AI are th emost dangerous when:

 

1. THey're surrounding you thanks to spawning everywhere

2. Spawning behind you with no blip

3. In a car

4 In a helicopter

5 Wielding an assault rifle

 

"High difficulty" AI tend ot have a high accuracy stat which determines how many bullet swill hit you and this is why blindfiring AIs can be utterly lethal because they can shoot up into the sky but since they have the 60% acc rating bullets will hit you and kill you.

 

AIs get to use Auto Aim while in vehicle,s whihc players aren't. I play on PC so I don't have access to a button that automatically aims for enemy head, but I have mouse which comes with its own upsides. AIs in cars and copters don't flinch when hit meaning they can keep spraying while auto aiming at you. It's never fair when you shoot out the rotsoof a copter only for the passenger AI to get off a lot of miracle shots while the helicopter is spinning out of control. It's bullsh*t.

 

And Minigun mode is an INTENDED FEATURE. It exists in Single Player and the harder level an enemy is the higher chance it triggers. They must be wielding an assault rifle for it to happen. If you say it's a glitch, you are automatically infinite stupid and eternally unfit to speak to me.

 

And we all LOVE enemies spawning behind us while we're in cover and delivering a bullet suppository without even showing up on the map. Especially if said cover had a wall behind it.

 

BONUS: Let's not forget "allied AI". I recall in Escort ULP Dumbsday Mission where the allied NPCs have 5% accuracy. What? Did they send people with negative gun training to protect ULP?

Edited by EkaSwede
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Semaj 2JZ♢
13 hours ago, NULL AND VOID said:

The real MVP are those damn Merryweather guards during headhunter... I swear I blasted a dudes head off and he was still alive with expert marksmanship. 😆

They can eat head shots from the heavy sniper. Eat 1 explosive round from both sniper and shotgun. And 1 missile/rocket of any persuasion. I haven't tried a tank shell yet, but I should just to see if they can eat one of them too... 😆🙄 Oh, and they can also houdini out of their vehicle whilst going beyond full speed and immediately start shooting you. Physics do not apply to these goombas.

 

Also, enemy NPCs have 2 fire modes for non-auto weapons and 3 for autos. The first is the generic fire a couple and stop, in and out of (available) cover, basic attack. Then there's the point where they get "mad" about what the player has done and unload an entire clip in one go on the player. The rate of fire is not noticeably increased imo, for this mode. Damage doesn't seem to increase either. Accuracy is increased tho, but you can get away from it. The 3rd is only present for auto fire weapons and it's the (seemingly) random point when the NPCs carbine magically attains minigun status. The rof and damage output become equal to the minigun and the player is shredded of full armor and health in only 3 or 4 bullets, and in under a second. Only the very rare exceptions where you get headshotted by an NPC do you die any quicker. There is no defense to this mode. Thankfully, it's not at all common and is only evident during gameplay set to the "hard" difficulty.

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