Originally posted by: GundamSonicZeroX
You said: "mostly for the Elites," so I talked about my experience with the Elites. If it was a one time thing, I wouldn't dog the game so much, but the fact that I can do it every time I encounter an Elite does bring the A.I. down a bit. The Elites are the second worst in the game (the first would be the Hunters). The only thing that the enemies did that impressed me in Halo was during an encounter with some Grunts, some of them ran behind a Jackal. While I was dealing with the Jackal, (I couldn't just throw a grenade, I was out) a Grunt came up from behind and attacked me.
If you haven't played it on Legendary I won't try to argue with you since what you've seen occurred on Heroic, which is a difficulty level I played perhaps a single time. What you described about Grunts taking cover behind other Covenants or even behind rocks or trees (for example on the Halo level, the second one) happens all the time on Legendary, the minimum they do is to keep a distance from you, which if I recall correctly they barely do on other difficulty settings. Yes I said mostly for the Elites, but it applies to all Covenants, I just observed more intelligent maneuvers from the Elites, I didn't classify them all.
Half-Life had better A.I., and that game was released in 1998.
I beg to differ. In Half-Life only the Marines' A.I is good. But I wouldn't qualify good as being "better" than what I see in Halo: CE. What are they doing "better" than the Grunts or Elites exactly? Throwing grenades? The Grunts did it to and believe me with much better accuracy, at least on Legendary, obviously. The Marines ran away (sometimes) from grenades, so the Grunts (also sometimes) do, what's "better" in that? There's nothing actually better in Half-Life's A.I than in Halo: CE's, they are very comparable, and personally I would still vote for Halo: CE's simply because the "good" parts, on Legendary, aren't limited to just one type of enemy in the whole game.
No thanks, I'd prefer not to play an average game when I could play Half-Life 2, Unreal, or Far Cry instead. About Legendary, many games back in the late 1990s and early 2000s would just increase the amount of damage it takes to kill an enemy (some more recent games do this as well), I highly doubt that Halo is an exception.
Well then you must not have played Half-Life 2 much have you? In Half-Life 2, along with Episode One and Episode Two, the A.I on higher difficulty levels do not benefit from anything. The only thing that happens in Half-Life 2 when you select Hard instead of Normal is indeed that you're taking more damage from enemy fire or just general damage (falling, explosive barrels, etc), and you receive less health increases from taking health packs. But there's absolutely nothing brought in terms of A.I. I still clearly remember the Combine soldiers of Episode Two (the latest part of the Half-Life saga I've played) standing there shooting at me and only moving when they have to reload, both on Normal and Hard.
And Half-Life 2 isn't the only example of a post-2002 first-person-shooter in which increasing the difficulty level does not increase the A.I's tactics and overall capabilities and intelligence, it's always a matter of adding or removing health packs or ammo crates or adding or removing enemies or increasing or decreasing their damage, such a game-play mechanic has been around since even before Half-Life (I remember playing Turok in 1997 with that problem too) as far as FPS'es are concerned. I haven't played Unreal enough to judge, but I can also attest that the A.I in FarCry isn't much better on higher difficulty levels than lower ones either.
Yes, any game where a soldier possessed by a little girl curls up into a ball right in front of me immediately has bad A.I. Most of the cool A.I. tricks in FEAR were scripted events, it's not like the enemies did anything extraordinary.
Well if any A.I has to do extraordinary things to be good by your book then I see why all of this debate between us will go nowhere and why I'll always be wrong. I'd be curious to know exactly what you expect from "good" A.I considering what scripting can bring us. All games out there, as I said, are bound to have their A.I acting strangely or not doing anything or being stuck somewhere or being literally dumb. And that example you gave with the soldier getting in front of you while you where shooting, I mean... isn't that supposed to happen? You were shooting a wall or what? You didn't expect an enemy to sometime get in front of you kill you? If they always stand behind something then what kind of bullets they'll need to shot at you from their cover? And the good A.I in F.E.A.R was scripted events and the bad was the "true" A.I? Please explain, if you want.
Ooh, an enemy jumps through the window right in front of my cross hairs when he could've shot the glass and thrown a grenade. That's about as impressive as the combine throwing flaming barrels down at me, most of which I blown up before the barrels could gain any momentum.
Well at least we can agree on Half-Life 2, a game you contradictorily listed on your "better than average Halo: CE" list, being nothing very special after all. And by the way in Half-Life 2 the A.I, the Combine, don't throw barrels outside of scripted events, in fact the actual Combine entity didn't throw anything, it's just a trigger spawning barrels as you walk through the scripted area with the Combine(s) very close to them and placed in such an angle that it gives the illusion that the A.I coding behind the actual Combine units is directly and universally responsible for those barrels going at you. Ironically, in Half-Life 2, there is A.I capable of dynamically detecting barrels or various other objects in their path and throwing/kicking those towards the player, and it is the Zombie's A.I, which in all honestly is the only thing being done intelligently in Half-Life 2 when it comes to A.I.