I would rather not be ristricted to 1 of each. How about a % rather then an numerical limit... so on a map with say 9 bots you aren't forced to have at least 6 of them be assault...
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I'll clarify then, subtrees are intended to work as something you could just attach into any AI. Say you like having all of your bots to have a certain branch of an AI you have, make it a subtree then put that subtree into any other AI you wantes it in.
1) Don't know, best guess would be how fast it pushes a bot that's trying to push it?
2) GFX47 Has said that the tick rate for shotguns may be too slow for their speed. (paraphrased)
3) Use wikipedia, it'll have all the info about the ELO rating system that you'll need except 1 thing: the constant that GFX47 decided to use, however, with a bit of experimentation and/or observation you would be able to figure that out.
And possibly problems with Unity, the free unity (personal edition) requires the licence holder to be the only one working on their projects (essentially). Professional edition costs money.
Unless they've changed their policies on this since I last looked.
(Excluding when used for sniping resources) Shotguns are bad when they have to approach an enemy, especially multiple enemys. However when they spawn close, so much that approach is short, then they are reasonable.
Secure resource > catch resource. Is a cleaner method, without the need for the extra condition.
I developed tactics that allow for assault to beat a sniper(s).
Machine guns seem like a suppressor or harassment unit; they move too slow to get into or out of a fight which means unless they're going to be used as a suicide unit, they need to be long range. They are bad at long range because of the dps, which is enough to keep sheilds from regen but little else. My thoughts are that machine guns are good for 2 things. Defending a point as long as that point is right on next to them, or firing pot shots at the enemy.