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*** Borderlands also has randomly generated weapons, many of which [[http://www.awkwardzombie.com/index.php?page=0&comic=041210 leave players asking]] (in the words of WebComic/AwkwardZombie):

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*** Borderlands also has randomly generated weapons, many of which [[http://www.awkwardzombie.com/index.php?page=0&comic=041210 php?page=0&comic=041110 leave players asking]] (in the words of WebComic/AwkwardZombie):

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Alphabetisation.


[[folder:General]]



* Many {{First Person Shooter}}s feature a quirk known as "[[SetAMookToKillAMook monster infighting]]" wherein [=NPC=]s, if they accidentally fire on each other, will then proceed to battle it out while the player either slips away quietly or waits for the carnage to end and picks up the spoils. The original ''VideoGame/{{Doom}}'' is the standard-bearer for this.
[[/folder]]


[[folder:Specific Games]]
* It's been found that the AI in ''VideoGame/AliensColonialMarines'' flat-out didn't work as intended due to a coding error, and man, did it ever show. Any tactic beyond "run at player and attack" was beyond the xenomorphs, and frequently they ran into walls. AI teammates aren't much better, as [[WebVideo/TheAngryJoeShow Angry Joe]] demonstrates in [[https://www.youtube.com/watch?v=UGX2WE4QUw8 his review]]. O'Neil, especially, is prone to either standing around doing nothing rather than firing his smart gun, or getting in the way when you need to do something.



* The late-90's ''VideoGame/ExtremePaintbrawl'' budget games were the absolute king of this trope! [[WordOfGod The game's developers]] openly admitted that the game was shipped without any AI routines for your squadmates. So, at the beginning of a match in an enclosed arena, they would simply run into a wall and get stuck in it. Meanwhile, if you were playing in an open field, they would either flail about like they were having epileptic seizures, or bend down and crawl back and forth.
* AI in ''[[VideoGame/ShadowOpsRedMercury Shadow Ops: Red Mercury]]'' weren't the brightest bulbs in the shed. Enemy AI would run right out into the open, even past the player's AI teammates, [[GangUpOnTheHuman just to shoot at the player]]. Teammates fared no better, as they would ignore said enemies completely.

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* The late-90's ''VideoGame/ExtremePaintbrawl'' budget games were ''VideoGame/{{Battlefield}} 1942'':
** Desert Combat, a popular mod, rolled two of
the absolute king of this trope! [[WordOfGod The original game's developers]] openly admitted that the game was shipped classes (medic and engineer) into one class, without any AI routines for your squadmates. So, at updating the beginning of a match in an enclosed arena, they would simply run into a wall and get stuck in it. Meanwhile, if you were AI. This could be problematic when playing in an open field, they would either flail about like they were having epileptic seizures, or bend down and crawl back and forth.
* AI in ''[[VideoGame/ShadowOpsRedMercury Shadow Ops: Red Mercury]]'' weren't the brightest bulbs in the shed. Enemy AI would run right out into the open, even past
with bots. If the player's AI teammates, [[GangUpOnTheHuman just to shoot at tank was injured, a helpful support-class bot would run up and begin covering the player]]. Teammates fared no better, tank with anti-tank mines. If the tank moved an inch (and sometimes if it didn't), it would go up like a Roman candle. It gets worse, though. When the player's tank is hurt, the AI almost always spawns as support. Thirty seconds after the player was first trapped by his tank's thin coating of anti-tank mines, twenty more support bots would run up to festoon the tank further. When the mines ran out, the bots would pull out shotguns. When the shells ran out, they would ignore melee it. A crowd of twenty bots, rhythmically beating a tank covered in landmines. The only bright side was that when you eventually did move, you'd take all those idiots with you.
** This was just one of a number of AI screw-ups in the game. The most prominent was when the AI — which was never programmed to fly a helicopter — tried to fly a helicopter. They would often fly straight up into the air as high as they could and then attempt to turn. Soon after, the helicopter would inevitably crash into the ground, often upside down. Any attempt at recovery looked like a drunk, epileptic three-year-old was at the stick, and God help you if you were within 100 feet of it, because there was a good chance it would plow into you while dragging sideways along the ground.
* ''Bioshock'':
** ''VideoGame/BioShock1'''s main issue was that Big Daddies can be aggro'd by damage, even if you weren't the one who caused
said damage. This includes: Trap bolts set for splicers, electrical shocks emitted by Static Discharge, and turrets and bots that you've hacked.
** ''VideoGame/BioShockInfinite'' has some issues regarding traps. Once you [[spoiler:go through a tear into an alternate reality where you became a hero of the Vox Populi]], the Vox become your allies. However, they can set off any traps you plant, including crow traps created by
enemies completely.you throw crows at, and if one of them does, any others in the room will turn on you. [[spoiler:Fortunately, this at least doesn't last long until their leader — who watched the Booker [=DeWitt=] from this world die — mistakes you for an imposter and officially makes an enemy of you.]]



* ''VideoGame/{{Borderlands}}'':
** Psychos in ''VideoGame/{{Borderlands}}'' will often pull out and arm a grenade when low on health, charging at players. They will even do so if there's no way that they'll actually reach the players before the grenade goes off. In all fairness, they ''are'' [[AxCrazy insane and violent]].
*** Borderlands also has randomly generated weapons, many of which [[http://www.awkwardzombie.com/index.php?page=0&comic=041210 leave players asking]] (in the words of WebComic/AwkwardZombie):
--->'''WHO WOULD DO THIS'''
** In ''VideoGame/{{Borderlands 2}}'', during a mission with an escort (such as the Slab King escort quest around level 20), if you are in Fight for your Life (meaning you're crippled, but you can get back up if you kill an enemy), the escort NPC is likely to continue killing mobs you might be aiming at, and even more likely to [[KillSteal kill your kill]] and leave you for dead.
** VideoGame/Borderlands3 has numerous moments where you team up with an AI partner. They're effectively immortal, but can be downed temporarily (and will return to their feet quicker if you revive them). They can also revive ''you'', so logically the best course of action is to stick close to them so they can save your butt if you're dying... on paper it is. In reality, if ''anything'' shoots them during their revival attempt, they will immediately reset their revival, or disengage from helping you entirely until the target dies. The AI also makes zero attempts to move while reviving you, or to put itself behind cover (heck, it won't even crouch to reduce its size), so it's best to aim for second winds.
*** Lynchwood has train tracks running through the center of the town there. Enemies will hop from down from the embankments onto the tracks and back up to try and outflank the player. They will do this even if there's an oncoming train, which is a OneHitKill to anything for self-explanatory reasons. It's not uncommon to lose count of how many enemies you've killed and come up short, only to discover a twisted, pathetic bandit corpse mangled on the tracks after the fighting dies down.
*** In the ''Tiny Tina's Assault on Dragon Keep'' DLC, it's possible for [[ThatOneBoss the Duke of Ork]] to either get stuck behind a fence in the Forest, or ''fall down an endless drop'' in the Mines of Avarice.
* The ''VideoGame/CallOfDuty'' series has had its occasional hiccups, but the ''[[VideoGame/CallOfDutyBlackOps Black Ops]]'' games probably have the most noticeable instances.
** The worst of the series has to be ''[[VideoGame/CallOfDutyBlackOpsII Black Ops Declassified]]'' for the UsefulNotes/PlayStationVita. It's a rushed product and [[ObviousBeta it shows]]. In just one example, enemies will take cover behind explosive objects, [[ExplosiveStupidity then attempt to shoot through them]].
** The Combat Training AI is notable for its consistent application of this. They will walk right past enemies without a second thought, even after one of them (always whichever one isn't on the player's team) realizes what just happened, turns around, and murders the other. They have a difficult time changing tactics, or targets, or even working together; they will often break off from the rest of their team and opt for a knife kill on an enemy who is far out of range, even if that enemy or another one is actively aiming at and shooting them — and for good measure, every time they survive long enough to get into range, they promptly forget they even ''have'' the knife and just stare at their target until he realizes they're there and knifes them. When they do remember they have a gun, they still spend ten infuriating seconds simply ''staring'' at their target before they remember what they're supposed to pull to actually fire at it (though in the enemy's case, they make up for this by [[TheComputerIsACheatingBastard sighting in on you through half the map, waiting until you actually pop your head out into the open]]). [[FromBadToWorse And then that AI, with almost no upgrades, is used for the allied AI in the second game's Strike Force missions]] — now you get to deal with all that with the added bonus of constant insubordination, as your entire team hides behind a wall and ignores your repeated orders to move forward and cover you, forcing you to do everything.
* The enemy AI in ''VideoGame/CliveBarkersJericho'' is very, very stupid. They generally do nothing more than charge you, and while for some enemies, this is actually a good way to take out the Squad, for most, it results in them dying before they get anywhere near you. The allied AI is also quite dim, as they don't quite understand the concepts of "retreating" or "taking cover" and will often melee the exploding enemies or dash up to enemies with ranged attacks and get slaughtered. Luckily, their death does not mean a game over unless everyone, including you, dies.
* ''VideoGame/ConkersBadFurDay'' has multiplayer AI that, although justifiably stupid on the lowest difficulty level ("Inbred"), can sometimes become this even on the highest level ("Einstein") due to the lack of [[FriendlyFireproof friendly fire protection]]. Specific examples include:
** Sometimes they fail to check what's immediately in front of them before opening fire, such as firing at you because the enemy was directly behind you, as if they expected the bullets to fly through you into them.
** Other times, they'll shoot any and every friggin' thing that moves, including you (common when armed with sniper rifles and grenade launchers).
** When they're not shooting each other in the back, AIs, friend and foe alike, will stand around doing nothing besides, perhaps, jumping, [[strike:often conveniently out of your line of sight just to give the illusion that they're off doing something important]] or trapping themselves in a corner until you shoot or kill them (this tends to be more common the less AIs you have running around on the map).
** Depending on the mini-game, the AIs will also be focused more on shooting (with actually ''aiming'' [[ATeamFiring being an afterthought]]) than the goal they're supposed to accomplish, such as how the weasels in Heist will focus more on killing each other than the money bags, and the only time the money matters is by making whoever's holding it Public Enemy Number 1, or how War!Colors will have the troops more focused on sniping at each other than either side bothering to grab each other's flags. On the other hand, it works in your favor at times; your foes are no smarter than your own teammates, and can even commit [[TooDumbToLive stupicide]] trying to kill you. A common scenario involves you being in an area where you're invulnerable (or not entirely in range of an attack), leading to your foe, armed with a grenade launcher or bomb, trying to fire at you, [[HoistByHisOwnPetard only to obliterate themselves by being too close to their own blast]]. This will, at worst, knock you up into the air and stun you for a while.
* ''VideoGame/{{Crysis}}'':
** The enemy soldiers are completely unable to deal with your cloaking device, making it a GameBreaker. You can uncloak, shoot an enemy in the head, and recloak, and all the enemy's buddies will just stare blankly at the spot you were standing just a few seconds ago. The expansion pack ''Crysis Warhead'' fixes this by making the A.I. fire blindly and/or throw grenades at your last known position, although you can still [[LeetSpeak pwn]] everything in the game by simply moving a few feet to the left after recloaking.
** In some situations, enemies will outright ignore you, even if you stand right in front of them (like they were unable to change their plans in the mid of getting somewhere). Truck and boat pilots will outright ignore you even if you hop on their head. Enemies will sometimes kill themselves eg. by running to the middle of a minefield or drowning themselves. If two enemies are talking to each other, you can sometimes sneakily kill one from the distance, and the other will be blissfully ignorant about anything and keep going on like nothing had happened.
* The AI in the ''VideoGame/DarkForcesSaga'' is generally pretty good. Enemies will react intelligently, and while they're not so great at seeking cover, at least they know how to fire on the move. That's for enemies with ranged weapons, at least. Then there's the enemy Sith {{Mook}}s with lightsabers in the later games, starting with ''Jedi Outcast''. It's easy to lose count of how many times one of them, especially one of the [[ColorCodedForYourConvenience orange-suited bottom-tier]] mooks, does an 'evasive Force jump' to get away from you if you knock them down or use a Force power on them... only to go sailing into a BottomlessPit. The last part of the Vjun levels in ''Jedi Academy'' are notable for two specific cases of this. First is a cultist on a balcony you have to get up to in the throne room: he's supposed to wait for you up there and attack once you're there, but most of the time, he hears you as you enter the room and promptly breaks his legs trying to get to you early. Second are the twin Reborn Masters assisting the boss of the level — since they lack lightsabers, they can easily be killed with guns simply because neither they nor said boss will typically move from their starting positions until you walk closer.



* ''VideoGame/{{Crysis}}'':
** The enemy soldiers are completely unable to deal with your cloaking device, making it a GameBreaker. You can uncloak, shoot an enemy in the head, and recloak, and all the enemy's buddies will just stare blankly at the spot you were standing just a few seconds ago. The expansion pack ''Crysis Warhead'' fixes this by making the A.I. fire blindly and/or throw grenades at your last known position, although you can still [[LeetSpeak pwn]] everything in the game by simply moving a few feet to the left after recloaking.
** In some situations, enemies will outright ignore you, even if you stand right in front of them (like they were unable to change their plans in the mid of getting somewhere). Truck and boat pilots will outright ignore you even if you hop on their head. Enemies will sometimes kill themselves eg. by running to the middle of a minefield or drowning themselves. If two enemies are talking to each other, you can sometimes sneakily kill one from the distance, and the other will be blissfully ignorant about anything and keep going on like nothing had happened.

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* ''VideoGame/{{Crysis}}'':
**
The enemy soldiers are completely unable to deal with late-90's ''VideoGame/ExtremePaintbrawl'' budget games were the absolute king of this trope! [[WordOfGod The game's developers]] openly admitted that the game was shipped without any AI routines for your cloaking device, making it a GameBreaker. You can uncloak, shoot an enemy in the head, and recloak, and all the enemy's buddies will just stare blankly squadmates. So, at the spot beginning of a match in an enclosed arena, they would simply run into a wall and get stuck in it. Meanwhile, if you were standing just a few seconds ago. The expansion pack ''Crysis Warhead'' fixes this by playing in an open field, they would either flail about like they were having epileptic seizures, or bend down and crawl back and forth.
* ''VideoGame/FarCry'':
** ''Vengeance'' has some pretty bad enemy AI. You can run up behind them
making the A.I. fire blindly and/or throw grenades at your last known position, although you lots of noise and they won't hear you. You can still [[LeetSpeak pwn]] everything in the game by simply moving a few feet to the left after recloaking.
** In some situations, enemies will outright ignore you, even if you
stand right in front of them (like they were unable to change and let them shoot you and their plans accuracy is so bad that it takes a long time for them to inflict enough damage to kill you. You can even THROW GRENADES AT THEIR BACK and they won't turn around.
** In the original game, if you somehow manage to lure a merc into the water, he'll just stand there, trying to fire his jammed gun ([[GoodBadBugs even if he's only knee-deep]]). You can keep throwing rocks at him until you get bored, and then leave him behind.
** ''VideoGame/FarCry2'''s AI has some interesting ideas about turrets and vehicles. When two AI characters are in a boat or truck with a mounted gun, and you kill the gunner, the remaining AI will stay at the wheel and keep coming straight towards you (as if the gunner were still there) while ignoring cover, even though it is completely defenseless while doing so. In the rare case that it survives long enough to actually reach you, it often just sits there at the wheel and looks you straight
in the mid of getting somewhere). Truck eye, waiting to be killed. Conversely, shoot out the driver and boat pilots the gunner, rather than continuing to take advantage of the power of his soon-to-be-stationary machine gun, will outright immediately hop into the driver's seat himself, ''then get out of the vehicle entirely'' to go after you with his much less effective personal weapons. In general, the AI is a good case study showing why combat drones [[RealLife IRL]] still have human pilots. Another thing the AI does is to run into fires and burn to death, even those it started itself (and it is very good at setting fires to kill itself — try sniping into an airfield when an assassination mission takes you to it and see what happens not five seconds after the AI takes cover in the hangar). It also tends to stand behind partial cover, then start shooting at you when it has a minuscule chance of hitting you. By the time it has completely emerged from cover, it will need to reload. While it reloads, it does not move.
** The AI controlling the wild animals you sometimes see isn't too bright either. If you park a car in just the right way, a fleeing gazelle will charge headlong into it and collapse, dead, upon making good friends with the stationary bumper.
** Another rather badly implemented AI quirk is that the competence of your allies and the enemies are equal, so on easy mode, you would have to work quite hard to save your buddies as they can't hit a barn, but on hard mode, your buddy will generally manage to massacre the entire ambush before you get to him.
** The animals in ''VideoGame/FarCry3'' aren't particularly bright either. When non-predatory animals (like deer) get startled, they will run away in a random direction as fast as possible, including directly into nearby bodies of water. As soon as the water gets at least knee height on an animal, it will [[SuperDrowningSkills drown instantly.]]
** In ''VideoGame/FarCry5'', computer-controlled allies seem completely incapable of figuring out how to move to avoid fire. Usually, the moment a fire starts they'll freeze in place shouting that the fire is spreading as it engulfs them, then die once they've been in it long enough, forcing you to either revive them or wait for them to respawn.
* The ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' series is generally very good when it comes to AI; however, they do make some cracking blunders, such as killing themselves with their own grenades and blowing themselves up by targeting [[ExplodingBarrels flammable barrels]].
** One very common mistake (and often the only reason you're able to take them down on higher difficulty levels) is using cover from irregular-shaped objects or structures of the wrong size, which often leads to an entire squad of Replicas either with their bodies half-exposed or hitting their own cover while trying to shoot from their positions. And they don't always move when injured, meaning you can kill a Replica by gunning it from afar with the RPL, ''and he will not move to protect himself properly''. That's not to mention the fact that they don't take explosive props into account at all — a perfect strategy to deal with groups is to lure them into a place you've cleared and let a barrel/extinguisher/fuse box behind. When they come, shoot the prop. [[TotalPartyKill Instant squad kill.]]
** One thing of note is that the AI makes dumber decisions as you lower the difficulty. Low-difficulty enemies have less accuracy and damage, which means they'll take stupid decisions like rushing into the bullet-time marksman wielding a shotgun.
** While the AI is very good at fighting the player, AI-versus-AI combat is a different matter entirely. If two AI factions are not specifically meant to fight one another in a level, they will
ignore each other entirely if you manage to get them together; if they are, the fight will basically be a simple exchange of bullets — no taking cover, flanking, flushing out enemies with grenades, or any other mildly-intelligent tactic they can utilize against you — until either you make your presence known and [[GangUpOnTheHuman they all focus on you]], or one side (usually the Replica) gets enough bullets on-target to kill off the other.
* In ''VideoGame/GhostRecon Advanced Warfighter'', support choppers will wander into enemy hot zones and get ventilated by AAA fire, your teammates will bum rush the enemy in attack mode, and [=NPCs=] wielding the rocket launcher tend to [[ExplosiveStupidity frag themselves]] on obstacles.
* ''VideoGame/GoldenEye1997'':
** The game has decent enemy AI. However, enemies will only shoot at you if they are on the same elevation as you or close to it, so if you are a bit too low to them or too far up, they will move closer to you in order to get a better shot, even though there is nothing blocking their line of fire. This also gets worse if you park yourself on a stairwell, since the AI will not even bother to shoot at you,
even if you hop are less than a foot away. Because of this exploit, it can lead to an AntiClimaxBoss fight against Xenia, where you can shoot parallel to the bridge as she crosses it and she won't attack until she gets across the bridge, and you can kill her before that happens.
** The way AI works in this game is this: If the CPU can walk in a straight line towards you, it can see and shoot you. The inverse is also true. This can work to your advantage or to the CPU's, depending
on the situation. If you stand just behind a rail, you can shoot holes in him and he'll have to come around to get you, but if there's a big hill that you can't even see over, they can shoot right through it and hit you.
** Another way in which they're stupid is if one comes after you, but doesn't see you after a few seconds, it will forget about you, stop chasing you and stand perfectly still indefinitely until you get his attention.
** Yet another way, there are some [=CPUs=] that are programmed never to move unless they see you. This means if you stand somewhere he can't see you (like behind a rail), you can shoot him all you want and he'll be oblivious to your presence.
* ''Franchise/{{Halo}}'':
** The allied AI is infamous for being downright stupid at times: In ''VideoGame/HaloCombatEvolved'', they had no concept of stealth, making otherwise very easy rooms of sleeping grunts annoying when they ran with guns a-blazing, waking up the aliens. From ''VideoGame/{{Halo 2}}'' onward, they [[OhCrap learned how to drive]]. AI drivers will run you smack into walls (leaving you completely vulnerable to tank fire), or careen straight off cliffs, or ensure completely avoidable rollovers happen... and AI gunners aren't much better, as they seem to be attempting to conserve ammo on a turret with BottomlessMagazines. So on single-player campaign mode, you have to drive for yourself, get out of the car, then gun for yourself unless you want to stick around a single map for half an hour. This is exactly why the entire series has co-op campaign.
** The dropships also seem to like dropping Warthogs on players sometimes. And, yes, we mean ''[[DeathFromAbove directly]]'' [[DeathFromAbove on top of players]]. It's quite infuriating.
** [[https://www.youtube.com/watch?v=w6vzSlvq3z4 Consider this gameplay clip]] of killing two hunters in ''VideoGame/HaloCombatEvolved''. Both Hunters turn very slowly, while Master Chief repeatedly punches them in the exposed armor.
** Despite the overall difficulty of ''Halo'' being [[NintendoHard quite high]], the AI tends to be pretty stupid, relying more on numbers, superior weaponry, infinite ammo, vehicles, high damage resilience, improbably high accuracy, and level design in
their head. Enemies favor to serve as a threat. Many enemies will not react at all to getting shot if you are not within a specific range or attack them from an area the developers probably didn't consider when programming the game. Most enemies don't react when their allies die near them (Grunts tend to be the exception, but their response is to run around in panic). On the other hand, they are often devastating once you walk into the programmed scenario they are waiting for.
** Even ''VideoGame/HaloReach'' has this in spades. Allies will still blow themselves up if given the rocket launcher, stand still right under enemy dropships, and charge straight at Hunters. The ODST "Bullfrogs" in the mission "Exodus" will even jump right off cliffs to their death. Certain enemies, like Elites,
will sometimes stand still even as you're shooting them.
*** The NPCs also can't drive any vehicle for cookies and their entire battlefield strategy is to walk left and right while shooting unlimited ammo at an enemy. If they weren't invincible, they would be dead in seconds.
*** [[TheSquadette Kat]] in particular gets a special chance to demonstrate her idiocy in the third level of ''Reach'''s campaign. In a Warthog's driver's seat, she drives right into knife range of enemies wielding anti-vehicular weaponry and spends several minutes repeatedly making finicky three-point turns around plate-sized rocks; in the turret, she prioritizes shooting a Grunt who's half a mile away and behind cover over an Elite whose shields you just dropped and is currently meleeing the vehicle. On foot, Kat fares no better; she'll refuse to follow you to the next objective, charge in and alert enemies who you would otherwise have taken by surprise, and [[GameplayAndStorySegregation ignore her own advice]] by entering into brutal hand-to-hand duels with ''[[MegatonPunch Hunters.]]''
*** On the last level of ''Reach'', you're paired with Emile. Despite acting like a tough BloodKnight in cutscenes, in gameplay he's a lot more cautious — too cautious, in fact. He's equipped with a shotgun but seems [[ShortRangeShotgun unaware of its range]], firing it from across the map as though he thinks it's a sniper rifle.
*** Friendly Army AI is still impressively hell-bent on dying at the hands of its own stupidity. Troopers are unable to differentiate between area-of-effect and precision weapons; therefore, they'll fire round after round from a rocket launcher at groups of infantry that include ''you'', unload that Concussion Rifle into an enemy who's two inches from their face and
kill themselves eg. in the process, and charge into combat with enemies whom are currently being blasted to pieces by running your tank. Their default response when stuck with plasma grenades is to scream and hurl their suddenly-explosive bodies at your feet. ''Reach'' introduced a "fireteam" mechanic where troopers who you meet up with are labeled on the map and get names, but more often than not it doesn't matter since they'll all be dead within seconds anyway.
** In ''{{VideoGame/Halo 4}}'', it seems that the allied AI has gotten even ''dumber'' since ''Reach''. [[KickThemWhileTheyAreDown Shooting at dead enemies]] was perfectly fine in previous games when they were shooting them after the fight is over, but now they're shooting at dead Covenant and Prometheans in
the middle of a minefield or drowning themselves. If two enemies firefight and there are talking still half a dozen left firing at them. In vehicles, they're even worse; their line of sight is smaller than Covenant AI in their own vehicles, allowing the latter to each other, shoot at you can sometimes sneakily kill one without any response from allied AI until you drive closer, and they drive pitifully slow whenever behind the distance, wheel, leaving you exposed should you be in the gunner's seat.
** In ''VideoGame/Halo5Guardians'', your ability to command your AI squadmates is designed to mitigate this. If you choose ''not'' to command them, though, get ready for maximum stupid. Even if you do command them, they might not carry out your order in the most logical way (e.g. you tell someone with a sniper rifle to attack a full-heath [[BossInMookClothing Knight]],
and s/he decides to fight it in hand-to-hand instead). Also, getting them into your vehicle can be a real pain in the other will be blissfully ignorant about anything and keep going on like nothing had happened.ass sometimes.



* ''VideoGame/TeamFortress2'':
** The game brought out AI bots after launch in an update patch. Originally, some bot variants proved quite difficult, such as Heavies and Snipers, whose pinpoint accuracy and [[ComputersAreFast wicked reflexes]] made them a GameBreaker in their own right. However, those issues were smoothed out to an extent, but there are still some fairly dumb AI moments.
** When the bots debuted, the pathing in Attack/Defend and Payload maps was awful: BLU bots would all crowd on/near the Payload, making them easy pickings, and the RED bots would repeatedly ram themselves against the back wall of the Spawn, thinking that to be the shortest path to where the action is. This has since been more or less fixed.
** Engineer bots are prone to some serious problems concerning placement issues for their gear and ''their own survival.'' This is most obvious when, for instance, an Engineer sets up his sentry overlooking an important area with its main firing arc facing a wall or pylon, obscuring a good 90 degrees of its targeting arc. Furthermore, some engineers will alternate between forgetting to wrench their machines to repair them, and forgetting to do anything ''but'' whack their sentry with the wrench. This ties back to their placement problem issue, in that they will often sandwich themselves between their sentry and their dispenser, [[TooDumbToLive leaving their sides wide open to enemies]]. This leads to scenarios where even the laziest sniper can simply peer across the map at them, line up the LaserSight, and hollow out that apparently already-empty hard hat. They also have an apparent blindness to Spies, continuing to bash a sapped machine even after the sapper is removed, leaving their spines [[BackStab open for surgery]].
** Medic bots have a tendency to forget to turn their healing beam on their allies or forget to watch their backs, again, opening them up to knives, flames, and scatterguns. They will also pop an Uber the moment their heal target takes any amount of damage, even if it's from a puny pistol shot and that Heavy they're powering up has yet to lumber across the map to his destination. Finally, they have an odd tendency to forget that they have a syringe gun, even if they've used it previously, and will run from even critically wounded enemies who would go down in one or two syringes if they attacked instead of retreated. Many a bot arena round has been lost because the lone Medic ran from a 3-HP Scout... and committed suicide when back in the spawn room.
** Pyro bots wisely know to use the shotgun instead of merely acting like LeeroyJenkins and charging with the flamethrower... but this is nullified somewhat by their apparent love of the [[PlayingTennisWithTheBoss airblast]], where they will waste nearly a third of their ammo just bouncing a Heavy back before charging in to burn them — a Heavy that is still shredding them with [[MoreDakka more boolet.]]
** Scout bots will rely excessively on their pistols, sometimes hanging off at the edges of the battlefield and contributing small 8-point chips of damage, instead of going in close to use their extremely powerful SawedOffShotgun. This leads to instances where Scouts hanging out near their own rear lines are easily picked off by Snipers and Spies, two of the classes they counter best amongst human players.
** Heavy bots have an ammo management problem, in that they seem to forget how much they actually have. They will often stand on a point and hold down the trigger for two withering seconds and promptly run dry, leaving them to try and keep fighting with their much slower, less devastating shotgun, or scurry off for an ammo refill, no doubt feeling quite embarrassed. Some will keep firing for some seconds even though they're out of ammo, which seems to happen most often when ubered.
** Soldier bots, like Scout bots, will rely too much on their secondary weapon. Having exhausted all their rockets in their current clip, they will switch to the shotgun and empty it as well, then fumble reloads into the shotgun instead of the much more powerful rocket launcher which reloads faster than the shotgun.
** Demoman bots, alternatively, forget about their secondary weapon, the sticky bomb launcher, and fight primarily with the grenade launcher. While this is not necessarily bad, the sticky bomb launcher is incredibly versatile and the bots will drop them to retreat — a perfectly serviceable use, until you watch the bot forget about them entirely and come charging back at you. Through its own carpet of stickies. Stand just close enough, and Demoman bots will detonate their bombs as they approach, blowing themselves to kingdom come.
** Sniper bots are smart enough to know when to switch to their secondary weapon, and when to listen for sounds around them. However, they also seem to only think about line of sight, as opposed to cover, and quite a few Snipers will stand in fairly obvious places to take their shots. They will also try to take shots while sitting in the safety of the spawn room, when there is no way for their shot to hit anything but a wall or door. Sniper bots, if left alone, will sometimes sit in the spawn room the entire match, scoped in, staring at the door. In Mann vs. Machine, robot Snipers rely exclusively on fully charged body shots to kill as to give the human players a chance to find and kill them before they get a TotalPartyKill.
** Finally, Spy bots are... not entirely implemented, and rightly so, as they are the class with [[DifficultButAwesome a difficulty curve so steep it counts as a cliff]] but [[WeakButSkilled also extremely dangerous]].
*** They know how to sap, how to disguise, how to backstab, and how to use their revolver. In theory, they should be able to operate loosely as their class profile dictates (though the inability to cloak is obviously an issue). In practice, Spies will sit in the spawn room as often as Snipers, if not more, wearing a mask but not actually moving. They also prone to spoiling their PaperThinDisguise, but that is simply because being convincing is difficult when they cannot attack. They also have very odd backstab usage rules, in that they will sometimes skip an obvious stab in favor of shooting, and sometimes forget that they have a knife at all.
*** If you set all bots to Spies on both teams, they will completely ignore each other because they think they are all on the same team. [[https://youtu.be/H5SC8nparT8?t=23 Even if they are just leaving the enemy spawn.]]
** These are lampshaded in the Machinima/TeamServiceAnnouncement ''[[https://www.youtube.com/watch?v=xYN7RxpumU8 Fake Players]]''. All the bots can be told apart by their frequent idiocy, such as running into walls, not seeking health when weak, and using the wrong weapons for the wrong situation. The vid intends to educate about "bot servers" that fake having people in the server, thus attracting more actual players, by having bots play using fake Steam accounts (rather than the server-based bots they're supposed to use, which stopped counting toward the player count displayed on the server list shortly after bots became available).
** Some particularly stupid bots won't even make the distinction of the weapon they are using. This can lead to some [[HilarityEnsues ensuing hilarity]] when an engineer starts ''shooting'' his sentry with his shotgun instead of using his wrench to upgrade/repair it. Though it can also be particularly annoying when a medic will follow you, relentlessly blasting you with needles, thinking it's a medigun beam.
** Bots tend to [[https://youtu.be/3PRqmz3vcQQ?t=190 commit mass suicide]] at the start of every round in koth_nucleus because they don't recognize that the bridges that lead to the control point only extend until the control point is enabled.

to:

* ''VideoGame/TeamFortress2'':
** The game brought out AI bots after launch
Your RedShirtArmy allies in an update patch. Originally, some bot variants proved quite difficult, such as Heavies and Snipers, whose pinpoint accuracy and [[ComputersAreFast wicked reflexes]] made them a GameBreaker in their own right. However, those issues were smoothed out to an extent, but there are still some fairly dumb AI moments.
** When
the bots debuted, ''VideoGame/MedalOfHonor'' series tend to suffer from this, eg running blindly into the pathing in Attack/Defend and Payload maps was awful: BLU bots would all crowd on/near the Payload, making them easy pickings, and the RED bots would repeatedly ram enemy's line of fire, not taking cover, or allowing themselves against the back wall of the Spawn, thinking that to be the shortest path melee'd to where the action is. death. This has since been more or less fixed.
frequently results in mission failure during {{escort mission}}s.
* ''VideoGame/{{Metro 2033}}'': Fascist soldiers have an excellent awareness of cover. They'll duck, hide, peek around before stepping out, and will call to each other. Unfortunately, this often happens ''on the wrong side'' of what they've chosen to hide 'behind'.
* ''VideoGame/MegaMan8BitDeathMatch'':
** Engineer The bots are prone to some serious problems concerning placement issues for their gear and ''their own survival.'' This is most obvious when, for instance, an Engineer sets up his sentry overlooking an important area with its main firing arc facing a wall or pylon, obscuring a good 90 degrees of its targeting arc. Furthermore, some engineers will alternate between forgetting to wrench their machines to repair them, and forgetting to do anything ''but'' whack their sentry with not the wrench. This ties back best things around, due to their placement problem issue, the limited bot support in that they will often sandwich themselves between their sentry and their dispenser, [[TooDumbToLive leaving their sides wide open to enemies]]. Zandronum. This leads to scenarios where even such things as being unable to chase players up ladders, and ''running on the laziest sniper can simply peer across spot over cliff edges''. Thankfully, the map at them, line up latter has mostly been rectified in v3a now, with bots trying to "look" for any opponents if stuck on a ledge, although unfortunately it doesn't work in certain spots.
** The original version of Burst Man's stage had a large pit of buoyant, pink liquid in
the LaserSight, and hollow out middle. The one CPU that apparently already-empty hard hat. They also have an apparent blindness to Spies, continuing to bash a sapped machine even after the sapper is removed, would inevitably be spawned here would be completely incapable of leaving their spines [[BackStab open for surgery]].
** Medic bots have
it, being unable to figure out the bouncy bubbles used to propel yourself out. In fact, it was almost impossible to lose on this stage in single-player mode, mostly because the AI had a tendency of camping out at the landmarks on the corners of the map rather than move around it looking for opponents, so it was pretty rare for anyone besides the player to forget actually score any kills.
** The CPU does seem
to turn have some amount of common sense, such as realizing that they shouldn't jump into lava. However, they won't know what else to do about the lava and will simply stand at it, even if they can jump over it. This is easily seen in Junk Man's stage, where the CPU will ''want'' to get their hands on a weapon out on an island in the lava, but instead of jumping across to it, will simply stand there staring at it, even letting you shoot it before they do anything.
** Dynamo Man's stage includes a particularly funny example where CPU players seem to really like riding the giant conveyor belt running through the center of the stage. Because they have a level of edge detection that prevents them from falling off the death pit at the end, you can easily find about five or six CPU players accumulated at the end of it to be slaughtered with certain weapons.
** The AI also cannot figure out the instant death Force Beams in Quick Man's stage and have been known to simply walk right into them and die.
* Enemies in ''VideoGame/NosferatuTheWrathOfMalachi'' have been known to do things like continuously run into walls or get stuck on objects. They also seem mostly incapable of opening doors.
* Bots in ''VideoGame/{{Overwatch}}'' are generally very stupid, even on the highest difficulty setting:
** All bots have little sense of self-preservation. They'll never fall back to grab health packs, and will frequently deploy
their healing beam abilities in the middle of battle rather than retreat before using them. "Objective Kills" and "Highest Killstreak" cards given at the end of bot matches often have dozens of kills on them, simply because the bots never even try to avoid getting killed.
** Reaper bots can't use their abilities very well. They never seem to teleport, typically stand still when in wraith form rather than retreat or move past the enemy, and often use their Death Blossom against a single person or even no one at all.
** An average Soldier: 76 bot life goes as follows: The bot uses his sprint to [[LeeroyJenkins charge ahead of his allies]], then engages the enemy alone, firing wildly at them. When he inevitably gets shot and notices he's at low health, he'll throw down his biotic field on the spot instead of retreating, and promptly get sent back to spawn to do the same thing over again,
** Bastion bots may or may not bother transforming before attacking. It's not uncommon for a Bastion bot to get a "recon kills" card at the end of the match simply because he spent most of his time spamming his recon mode's gun at the enemy.
** Torbjorn bots are easily the stupidest of all. They'll never upgrade their turrets, and whether they even deploy turrets at all depends on the map. Usually, they'll just wildly fire their gun at the enemy as if they were an Assault hero, occasionally randomly throwing down a turret in the middle of battle (which is inevitably destroyed within seconds).
** Almost every time you see the bots coming towards your team, it will be single-file. It's not uncommon for a player to get the Play of the Game with a team kill because the AI bunched together and got taken out by a single Death Blossom, or got charged offstage by Reinhardt, or one unit got sticky-bombed (by Tracer) but didn't retreat from
their allies or forget to watch their backs, again, opening them up to knives, flames, and scatterguns. blew the team straight back to respawn.
* ''VideoGame/{{Painkiller}}'''s AI wasn't exactly what you'd call Mensa material to begin with, but the ObviousBeta expansion ''Painkiller Resurrection'' takes this trope UpToEleven, where enemies who can't deal with the erratic level design get hung up constantly on corners, curbs, and other random bits of scenery as they try to charge the player.
* Teammate AI in ''VideoGame/PAYDAYTheHeist'' are not too intelligent or speedy. Bots will usually fail to notice that you are being electrocuted by a Taser, even if he is next to the two of you.
They will also pop an Uber the moment their heal target takes any amount of damage, even if it's from a puny pistol shot and that Heavy they're powering up has yet usually be oblivious to lumber across the map to his destination. Finally, they have an odd tendency to forget that they have a syringe gun, even if they've used it previously, Cloaker who just downed you and will run from even critically wounded enemies who would go down in one or two syringes if they attacked instead of retreated. Many a bot arena round has been lost because the lone Medic ran from a 3-HP Scout... and committed suicide when back in the spawn room.
** Pyro bots wisely know
try to use the shotgun instead of merely acting like LeeroyJenkins and charging with the flamethrower... but this is nullified somewhat by their apparent love of the [[PlayingTennisWithTheBoss airblast]], where they will waste nearly a third of their ammo just bouncing a Heavy back before charging in to burn them — a Heavy that is still shredding them with [[MoreDakka more boolet.]]
** Scout bots will rely excessively on their pistols, sometimes hanging off at the edges of the battlefield and contributing small 8-point chips of damage, instead of going in close to use their extremely powerful SawedOffShotgun. This leads to instances where Scouts hanging out near their own rear lines are easily picked off by Snipers and Spies, two of the classes they counter best amongst human players.
** Heavy bots have an ammo management problem, in that they seem to forget how much they actually have. They will often stand on a point and hold down the trigger
revive you, only for two withering seconds and promptly run dry, leaving them to try and keep fighting with their much slower, less devastating shotgun, or scurry off for an ammo refill, no doubt feeling quite embarrassed. Some will keep firing for some seconds even though they're out of ammo, which seems to happen most often when ubered.
** Soldier bots, like Scout bots, will rely too much on their secondary weapon. Having exhausted all their rockets in their current clip, they will switch to
be instantly downed by the shotgun and empty it as well, then fumble reloads into the shotgun instead of the much more powerful rocket launcher which reloads faster than the shotgun.
** Demoman bots, alternatively, forget about their secondary weapon, the sticky bomb launcher, and fight primarily with the grenade launcher. While this is not necessarily bad, the sticky bomb launcher is incredibly versatile and the bots will drop them to retreat — a perfectly serviceable use, until you watch the bot forget about them entirely and come charging back at you. Through its own carpet of stickies. Stand just close enough, and Demoman bots will detonate their bombs as they approach, blowing themselves to kingdom come.
** Sniper bots are smart enough to know when to switch to their secondary weapon, and when to listen for sounds around them. However, they also seem to only think about line of sight, as opposed to cover, and quite a few Snipers will stand in fairly obvious places to take their shots. They
same Cloaker. Bots will also try to take shots while sitting in revive someone regardless of if another person is already on the safety of the spawn room, when there is no way for their shot to hit anything but a wall or door. Sniper bots, job, so don't be surprised if left alone, will sometimes sit in the spawn room the entire match, scoped in, staring at the door. In Mann vs. Machine, robot Snipers rely exclusively on fully charged body shots to kill as to give the human players a chance to find and kill them before they get a TotalPartyKill.
** Finally, Spy
multiple bots are... not entirely implemented, and rightly so, as they are the class with [[DifficultButAwesome a difficulty curve so steep it counts as a cliff]] but [[WeakButSkilled also extremely dangerous]].
*** They know how
attempt to sap, how to disguise, how to backstab, and how to use their revolver. In theory, they should be able to operate loosely as their class profile dictates (though the inability to cloak is obviously an issue). In practice, Spies will sit in the spawn room as often as Snipers, if not more, wearing a mask but not actually moving. They also prone to spoiling their PaperThinDisguise, but that is simply because being convincing is difficult when they cannot attack. They also have very odd backstab usage rules, in that they will sometimes skip an obvious stab in favor of shooting, and sometimes forget that they have a knife at all.
*** If you set all bots to Spies on both teams, they will completely ignore each other because they think they are all on
revive the same team. [[https://youtu.be/H5SC8nparT8?t=23 Even if they are just leaving player, which doesn't speed up the enemy spawn.]]
** These are lampshaded in the Machinima/TeamServiceAnnouncement ''[[https://www.youtube.com/watch?v=xYN7RxpumU8 Fake Players]]''. All
process. Friendly AI never sprint, which means that unless you want to risk being downed while your team is too far away, you have to approach most levels slowly so the bots can be told apart by their frequent idiocy, such as running into walls, not seeking health when weak, and using the wrong weapons for the wrong situation. The vid intends to educate about "bot servers" that fake having people keep up. This was also made worse in the server, thus attracting more actual players, by having bots play using fake Steam accounts (rather than the server-based bots they're supposed to use, a patch which stopped counting toward the player count displayed on the server list shortly after made bots became available).
** Some particularly stupid bots won't even make the distinction of the weapon they are using. This can lead to some [[HilarityEnsues ensuing hilarity]]
keep a bigger distance away from you when an engineer starts ''shooting'' his sentry with his shotgun instead of using his wrench to upgrade/repair it. Though it can also be particularly annoying when a medic will follow you, relentlessly blasting you with needles, thinking it's a medigun beam.
** Bots tend to [[https://youtu.be/3PRqmz3vcQQ?t=190 commit mass suicide]] at the start of every round in koth_nucleus because they don't recognize that the bridges that lead to the control point only extend until the control point is enabled.
moving.



* ''VideoGame/FarCry'':
** ''Vengeance'' has some pretty bad enemy AI. You can run up behind them making lots of noise and they won't hear you. You can stand right in front of them and let them shoot you and their accuracy is so bad that it takes a long time for them to inflict enough damage to kill you. You can even THROW GRENADES AT THEIR BACK and they won't turn around.
** In the original game, if you somehow manage to lure a merc into the water, he'll just stand there, trying to fire his jammed gun ([[GoodBadBugs even if he's only knee-deep]]). You can keep throwing rocks at him until you get bored, and then leave him behind.
** ''VideoGame/FarCry2'''s AI has some interesting ideas about turrets and vehicles. When two AI characters are in a boat or truck with a mounted gun, and you kill the gunner, the remaining AI will stay at the wheel and keep coming straight towards you (as if the gunner were still there) while ignoring cover, even though it is completely defenseless while doing so. In the rare case that it survives long enough to actually reach you, it often just sits there at the wheel and looks you straight in the eye, waiting to be killed. Conversely, shoot out the driver and the gunner, rather than continuing to take advantage of the power of his soon-to-be-stationary machine gun, will immediately hop into the driver's seat himself, ''then get out of the vehicle entirely'' to go after you with his much less effective personal weapons. In general, the AI is a good case study showing why combat drones [[RealLife IRL]] still have human pilots. Another thing the AI does is to run into fires and burn to death, even those it started itself (and it is very good at setting fires to kill itself — try sniping into an airfield when an assassination mission takes you to it and see what happens not five seconds after the AI takes cover in the hangar). It also tends to stand behind partial cover, then start shooting at you when it has a minuscule chance of hitting you. By the time it has completely emerged from cover, it will need to reload. While it reloads, it does not move.
** The AI controlling the wild animals you sometimes see isn't too bright either. If you park a car in just the right way, a fleeing gazelle will charge headlong into it and collapse, dead, upon making good friends with the stationary bumper.
** Another rather badly implemented AI quirk is that the competence of your allies and the enemies are equal, so on easy mode, you would have to work quite hard to save your buddies as they can't hit a barn, but on hard mode, your buddy will generally manage to massacre the entire ambush before you get to him.
** The animals in ''VideoGame/FarCry3'' aren't particularly bright either. When non-predatory animals (like deer) get startled, they will run away in a random direction as fast as possible, including directly into nearby bodies of water. As soon as the water gets at least knee height on an animal, it will [[SuperDrowningSkills drown instantly.]]
** In ''VideoGame/FarCry5'', computer-controlled allies seem completely incapable of figuring out how to move to avoid fire. Usually, the moment a fire starts they'll freeze in place shouting that the fire is spreading as it engulfs them, then die once they've been in it long enough, forcing you to either revive them or wait for them to respawn.
* ''Franchise/{{Halo}}'':
** The allied AI is infamous for being downright stupid at times: In ''VideoGame/HaloCombatEvolved'', they had no concept of stealth, making otherwise very easy rooms of sleeping grunts annoying when they ran with guns a-blazing, waking up the aliens. From ''VideoGame/{{Halo 2}}'' onward, they [[OhCrap learned how to drive]]. AI drivers will run you smack into walls (leaving you completely vulnerable to tank fire), or careen straight off cliffs, or ensure completely avoidable rollovers happen... and AI gunners aren't much better, as they seem to be attempting to conserve ammo on a turret with BottomlessMagazines. So on single-player campaign mode, you have to drive for yourself, get out of the car, then gun for yourself unless you want to stick around a single map for half an hour. This is exactly why the entire series has co-op campaign.
** The dropships also seem to like dropping Warthogs on players sometimes. And, yes, we mean ''[[DeathFromAbove directly]]'' [[DeathFromAbove on top of players]]. It's quite infuriating.
** [[https://www.youtube.com/watch?v=w6vzSlvq3z4 Consider this gameplay clip]] of killing two hunters in ''VideoGame/HaloCombatEvolved''. Both Hunters turn very slowly, while Master Chief repeatedly punches them in the exposed armor.
** Despite the overall difficulty of ''Halo'' being [[NintendoHard quite high]], the AI tends to be pretty stupid, relying more on numbers, superior weaponry, infinite ammo, vehicles, high damage resilience, improbably high accuracy, and level design in their favor to serve as a threat. Many enemies will not react at all to getting shot if you are not within a specific range or attack them from an area the developers probably didn't consider when programming the game. Most enemies don't react when their allies die near them (Grunts tend to be the exception, but their response is to run around in panic). On the other hand, they are often devastating once you walk into the programmed scenario they are waiting for.
** Even ''VideoGame/HaloReach'' has this in spades. Allies will still blow themselves up if given the rocket launcher, stand still right under enemy dropships, and charge straight at Hunters. The ODST "Bullfrogs" in the mission "Exodus" will even jump right off cliffs to their death. Certain enemies, like Elites, will sometimes stand still even as you're shooting them.
*** Why single out the non-Spartans in ''Reach''? We're meant to assume that these soldiers, brought up from childhood in a military academy, can't drive any vehicle for cookies and their entire battlefield strategy is to walk left and right while shooting unlimited ammo at an enemy. If they weren't invincible, they would be dead in seconds.
*** [[TheSquadette Kat]] in particular gets a special chance to demonstrate her idiocy in the third level of ''Reach'''s campaign. In a Warthog's driver's seat, she drives right into knife range of enemies wielding anti-vehicular weaponry and spends several minutes repeatedly making finicky three-point turns around plate-sized rocks; in the turret, she prioritizes shooting a Grunt who's half a mile away and behind cover over an Elite whose shields you just dropped and is currently meleeing the vehicle. On foot, Kat fares no better; she'll refuse to follow you to the next objective, charge in and alert enemies who you would otherwise have taken by surprise, and [[GameplayAndStorySegregation ignore her own advice]] by entering into brutal hand-to-hand duels with ''[[MegatonPunch Hunters.]]''
*** On the last level of ''Reach'', you're paired with Emile. Despite acting like a tough BloodKnight in cutscenes, in gameplay he's a lot more cautious — too cautious, in fact. He's equipped with a shotgun but seems [[ShortRangeShotgun unaware of its range]], firing it from across the map as though he thinks it's a sniper rifle.
*** Friendly Army AI is still impressively hell-bent on dying at the hands of its own stupidity. Troopers are unable to differentiate between area-of-effect and precision weapons; therefore, they'll fire round after round from a rocket launcher at groups of infantry that include ''you'', unload that Concussion Rifle into an enemy who's two inches from their face and kill themselves in the process, and charge into combat with enemies whom are currently being blasted to pieces by your tank. Their default response when stuck with plasma grenades is to scream and hurl their suddenly-explosive bodies at your feet. ''Reach'' introduced a "fireteam" mechanic where troopers who you meet up with are labeled on the map and get names, but more often than not it doesn't matter since they'll all be dead within seconds anyway.
** In ''{{VideoGame/Halo 4}}'', it seems that the allied AI has gotten even ''dumber'' since ''Reach''. [[KickThemWhileTheyAreDown Shooting at dead enemies]] was perfectly fine in previous games when they were shooting them after the fight is over, but now they're shooting at dead Covenant and Prometheans in the middle of a firefight and there are still half a dozen left firing at them. In vehicles, they're even worse; their line of sight is smaller than Covenant AI in their own vehicles, allowing the latter to shoot at you without any response from allied AI until you drive closer, and they drive pitifully slow whenever behind the wheel, leaving you exposed should you be in the gunner's seat.
** In ''VideoGame/Halo5Guardians'', your ability to command your AI squadmates is designed to mitigate this. If you choose ''not'' to command them, though, get ready for maximum stupid. Even if you do command them, they might not carry out your order in the most logical way (e.g. you tell someone with a sniper rifle to attack a full-heath [[BossInMookClothing Knight]], and s/he decides to fight it in hand-to-hand instead). Also, getting them into your vehicle can be a real pain in the ass sometimes.
* ''VideoGame/TimeSplitters'':
** In the [[VideoGame/TimeSplitters first game]], the AI had a nasty habit of running in circles until you shot it. Annoying when the enemy does it, downright infuriating when your teammates do it. Also, on custom maps featuring inaccessible weapon spawns, the AI characters would just run around in a vain attempt to access the secret cache. On custom maps featuring NO weapon spawns, the AI characters would not move AT ALL.
** In ''VideoGame/TimeSplitters2'', there was a map that consisted of two bases with a gorge in between, joined only by bridges. In some game modes, bots (both friendly and unfriendly) would start running across a bridge, then pull a 90 degree turn and run off the edge for no discernible reason.
** The ''VideoGame/TimeSplitters2'' AI could easily be driven to laughable behaviour by the map editor. Make a map with two rooms, no starting weapons, and one gun in the second room and the AI players will march in a perfect conga line over to the gun. When one gets it, all other AIs will stand frozen while the one with the gun shoots them. This in spite of the fact that there is a melee attack in the game; in fact, the player can punch any of the unarmed AIs to death and they will remain stock-still throughout the process.
** The Industrial Tileset has some gamebreaking design for the AI. If a player uses a specific tile, and stacks the tile on top of another of the same tile, and the player tightrope walks across protruding pipes on the geometry of the edge of the wall, you could place a chamber in a location that theoretically is unreachable, but thanks to this exploit can be reached. Since the AI is entirely incapable of path-finding its way to you, it'll run about in circles like a caged hen, and be entirely unable to do anything. The only way this will fail to work is if you play against any human player who will simply copy what you did to reach the chamber, or hide out of view so you can't shoot them with whatever weapons you have access to. The AI does not have access to such a behavior, and may even continuously march towards you and fall off ledges in a desperate effort to somehow reach you as if the air will become a solid platform if it tries hard enough.
** Bots in ''VideoGame/TimeSplitters2'' would ''never'' use their fists unless you turned weapons off entirely; they would rather waste time hunting for a harmless fire extinguisher to shoot you with instead.
** Bots also have no idea how to use the pistol-whipping/rifle-butting option that all guns come equipped with. Playing as a fireproof robot character against an army of highly flammable zombie enemies with no weapons but flamethrowers is a masterpiece of VideoGameCrueltyPotential, as the zombies will crowd around you and futilely try to set your robot on fire, only to end up setting themselves and each other on fire instead.
** Here's a fun experiment: Play Bagtag/Gladiator on the Zeppelin level in ''Future Perfect'' with all weapon slots set to Unarmed or Baseball Bat. Once you've secured the Bag/Gladiator's Armor, head to the roof and climb up one of the ramps the propellers are attached to. The AI will march single-file down the center of the zeppelin as if on a track before reaching a point where they turn and head [[TurbineBlender directly into the propeller you're standing behind]]. The bots coming from behind you go ''past the ramp'' to do so, and if you manage to position yourself ''just'' right, they will actually traverse the entire length of the zeppelin before joining the rest of the line.
* ''VideoGame/{{Wolfenstein|2009}}'' has all the classic artificial stupidity bugs. Most notably, the enemy players will not react to you at all unless you are within a certain distance of them (at which point they will know where you are with unfailing accuracy) meaning that, once you've got the sniper scope, you can snipe groups from a distance and watch as the Germans show absolutely no reaction to their comrades' heads exploding.

to:

* ''VideoGame/FarCry'':
** ''Vengeance'' has some pretty bad enemy AI. You can run up behind them making lots
The item of noise and they won't hear you. You can stand right the day discount in front of them and let them shoot you and their accuracy ''Videogame/PlanetSide 2'' is so bad (generally) chosen randomly by a simple program on the game's servers. However, there is nothing stopping it from selecting an item that it takes a long time for them to inflict enough damage to kill you. You can even THROW GRENADES AT THEIR BACK ''everyone'' has by default and they won't turn around.
** In the original game, if you somehow manage to lure a merc into the water, he'll just stand there,
trying to fire his jammed gun ([[GoodBadBugs even if he's only knee-deep]]). You can keep throwing rocks at him until you get bored, and then leave him behind.
** ''VideoGame/FarCry2'''s AI
sell it, which it has some interesting ideas about turrets and vehicles. When two AI characters are in a boat or truck with a mounted gun, and you kill the gunner, the remaining AI will stay at the wheel and keep coming straight towards you (as if the gunner were still there) while ignoring cover, even though it is completely defenseless while doing so. In the rare case that it survives long enough to actually reach you, it often just sits there at the wheel and looks you straight in the eye, waiting to be killed. Conversely, shoot out the driver and the gunner, rather than continuing to take advantage of the power of his soon-to-be-stationary machine gun, will immediately hop into the driver's seat himself, ''then get out of the vehicle entirely'' to go after you with his much less effective personal weapons. In general, the AI is a good case study showing why combat drones [[RealLife IRL]] still have human pilots. Another thing the AI does is to run into fires and burn to death, even those it started itself (and it is very good at setting fires to kill itself done try sniping into an airfield when an assassination mission takes repeatedly.
* ''Quake'':
** In ''VideoGame/QuakeI'', ogres always fire their grenades horizontally — so if
you to it stand on a ledge above them, they end up blowing themselves up.
** ''VideoGame/QuakeIIIArena'' uses an AI system based on brushes (firstly used on the Xaero bot mod for ''Quake II'') instead of waypoint-based systems. This, however, doesn't mean that the bots will play like humans. They cannot jump or use platforms (there's a reason why ''Q3'' lacks platform-based maps,
and see what happens not five seconds after the uses jumppads instead) and they cannot navigate their way onto items which take some kind of risk to get. This is also a problem in ''VideoGame/OpenArena''.
* ''VideoGame/RedOrchestra'' has
AI takes cover combat engineers that set timed explosives in the hangar). It also middle of groups of friendlies. Given the game's realism, this tends to stand behind partial cover, then start shooting at you when it has a minuscule chance of hitting you. By the time it has completely emerged from cover, it will need to reload. While it reloads, it does not move.
be messy.
* ''VideoGame/RainbowSix'':
** The ''Rainbow Six'' AI controlling the wild animals you sometimes see isn't too bright either. If you park a car in just the right way, a fleeing gazelle will charge headlong into it and collapse, dead, upon making good friends with the stationary bumper.
** Another rather badly implemented AI quirk is that the competence of your allies and the enemies are equal, so on easy mode, you would have
was able to work quite hard to save your buddies as they can't hit a barn, but on hard mode, your buddy will generally manage avoid this because ''you'' tell it where to massacre the entire ambush go before you get to him.
** The animals in ''VideoGame/FarCry3'' aren't particularly bright either. When non-predatory animals (like deer) get startled, they will run away in a random direction as fast as possible, including directly into nearby bodies of water. As soon as
actually entering the water gets at least knee height on an animal, level, but it still has its hiccups. In the first game in particular, it will [[SuperDrowningSkills drown instantly.often get caught up on walls no matter how well you've placed the waypoints. In ''Rainbow Six 3: Raven Shield'', a fireteam left in a corner under AI control will inevitably cover ''the wall'' instead of the wide-open room around them.
** Also in ''Rainbow Six 3'', a terrorist in an entirely different room is liable to hear your footsteps through the wall (bad enough already) and then proceed to throw a grenade. [[ExplosiveStupidity At the wall. Right next to them.
]]
** In ''VideoGame/FarCry5'', computer-controlled allies seem completely incapable of figuring out how to move to avoid fire. Usually, the moment a fire starts they'll freeze in place shouting that the fire is spreading as it engulfs them, then die once they've been in it long enough, forcing you to either revive them or wait for them to respawn.
* ''Franchise/{{Halo}}'':
** The allied AI ''Vegas'' sub-series is infamous for being downright stupid at times: In ''VideoGame/HaloCombatEvolved'', they had no concept of stealth, making otherwise very easy rooms of sleeping grunts annoying when they ran with guns a-blazing, waking up the aliens. From ''VideoGame/{{Halo 2}}'' onward, they [[OhCrap learned how to drive]]. AI drivers will run you smack into walls (leaving you completely vulnerable to tank fire), or careen straight off cliffs, or ensure completely avoidable rollovers happen... and AI gunners aren't much better, as they seem to be attempting to conserve ammo on a turret with BottomlessMagazines. So on single-player campaign mode, you have to drive for yourself, get out of the car, then gun for yourself unless you want to stick around a single map for half an hour. This is exactly why the entire series has co-op campaign.
** The dropships also seem to like dropping Warthogs on players sometimes. And, yes, we mean ''[[DeathFromAbove directly]]'' [[DeathFromAbove on top of players]]. It's quite infuriating.
** [[https://www.youtube.com/watch?v=w6vzSlvq3z4 Consider
worse in this gameplay clip]] of killing two hunters in ''VideoGame/HaloCombatEvolved''. Both Hunters turn very slowly, while Master Chief repeatedly punches them in the exposed armor.
**
department. Despite the overall difficulty removal of ''Halo'' being [[NintendoHard quite high]], the AI tends to be pretty stupid, relying more on numbers, superior weaponry, infinite ammo, vehicles, high damage resilience, improbably high accuracy, and level design in their favor to serve as a threat. Many enemies long, waypoint-based commands for your team, you will not react at all to getting shot if you are not within a specific range or attack them from an area the developers probably didn't consider when programming the game. Most enemies don't react when their allies die near them (Grunts tend to be the exception, but their response is to run around in panic). On the other hand, they are often devastating once you walk into the programmed scenario they are waiting for.
** Even ''VideoGame/HaloReach'' has this in spades. Allies will still blow themselves up if given the rocket launcher, stand still right under enemy dropships, and charge straight at Hunters. The ODST "Bullfrogs" in the mission "Exodus" will even jump right off cliffs to their death. Certain enemies, like Elites, will sometimes stand still even as you're shooting them.
*** Why single out the non-Spartans in ''Reach''? We're meant to assume that these soldiers, brought up from childhood in a military academy, can't drive any vehicle for cookies and their entire battlefield strategy is to walk left and right while shooting unlimited ammo at an enemy. If they weren't invincible, they would be dead in seconds.
*** [[TheSquadette Kat]] in particular gets a special chance to demonstrate her idiocy in the third level of ''Reach'''s campaign. In a Warthog's driver's seat, she drives right into knife range of enemies wielding anti-vehicular weaponry and spends several minutes repeatedly making finicky three-point turns around plate-sized rocks; in the turret, she prioritizes shooting a Grunt who's half a mile away and behind cover over an Elite whose shields you just dropped and is currently meleeing the vehicle. On foot, Kat fares no better; she'll refuse to follow you to the next objective, charge in and alert enemies who you would otherwise have taken by surprise, and [[GameplayAndStorySegregation ignore her own advice]] by entering into brutal hand-to-hand duels with ''[[MegatonPunch Hunters.]]''
*** On the last level of ''Reach'', you're paired with Emile. Despite acting like a tough BloodKnight in cutscenes, in gameplay he's a lot more cautious — too cautious, in fact. He's equipped with a shotgun but seems [[ShortRangeShotgun unaware of its range]], firing it from across the map as though he thinks it's a sniper rifle.
*** Friendly Army AI is still impressively hell-bent on dying at the hands of its own stupidity. Troopers are unable to differentiate between area-of-effect and precision weapons; therefore, they'll fire round after round from a rocket launcher at groups of infantry that include ''you'', unload that Concussion Rifle into an enemy who's two inches from their face and kill themselves in the process, and charge into combat with enemies whom are currently being blasted to pieces by your tank. Their default response when stuck with plasma grenades is to scream and hurl their suddenly-explosive bodies at your feet. ''Reach'' introduced a "fireteam" mechanic where troopers who you meet up with are labeled on the map and get names, but
more often than not it doesn't matter since they'll all be dead within seconds anyway.
** In ''{{VideoGame/Halo 4}}'', it seems
find yourself forced to step Mike and Jung through every individual meter between them and the door you want them to breach if there is not a straight, flat line between them and it. That's not even counting their tendency to ignore enemies or plant themselves in the least convenient spot imaginable and refuse to move up, thus dooming you to death from an enemy shotgun that the allied AI has gotten even ''dumber'' since ''Reach''. [[KickThemWhileTheyAreDown Shooting at dead enemies]] was perfectly fine walked right past them to hit your blind spot or to an enemy grenade they essentially use you as a shield from.
* The mooks
in previous games ''VideoGame/RedSteel'' are rather incompetent. Occasionally, enemies don't bother dodging or moving when they were shooting them after the fight is over, but now they're shooting at dead Covenant and Prometheans being shot at. And if the player is going stealthy, a grenade explosion some feet away won't get the enemies' attention.
* AI in ''VideoGame/ShadowOpsRedMercury'' weren't the brightest bulbs
in the middle of a firefight and there are still half a dozen left firing at them. In vehicles, they're shed. Enemy AI would run right out into the open, even worse; their line of sight is smaller than Covenant AI in their own vehicles, allowing past the latter player's AI teammates, [[GangUpOnTheHuman just to shoot at you without any response from allied AI until you drive closer, and the player]]. Teammates fared no better, as they drive pitifully slow whenever behind the wheel, leaving you exposed should you be in the gunner's seat.
** In ''VideoGame/Halo5Guardians'', your ability to command your AI squadmates is designed to mitigate this. If you choose ''not'' to command them, though, get ready for maximum stupid. Even if you do command them, they might not carry out your order in the most logical way (e.g. you tell someone with a sniper rifle to attack a full-heath [[BossInMookClothing Knight]], and s/he decides to fight it in hand-to-hand instead). Also, getting them into your vehicle can be a real pain in the ass sometimes.
* ''VideoGame/TimeSplitters'':
** In the [[VideoGame/TimeSplitters first game]], the AI had a nasty habit of running in circles until you shot it. Annoying when the enemy does it, downright infuriating when your teammates do it. Also, on custom maps featuring inaccessible weapon spawns, the AI characters
would just run around in a vain attempt ignore said enemies completely.
* In ''VideoGame/SoldierOfFortune II'', [[EscortMission you have
to access escort Dr. Ivanovich]] near the secret cache. On custom maps featuring NO weapon spawns, the AI characters would not move AT ALL.
** In ''VideoGame/TimeSplitters2'', there was a map that consisted
end of two bases with a gorge in between, joined only by bridges. In some game modes, bots (both friendly and unfriendly) would start running across a bridge, then pull a 90 degree turn and run off the edge for no discernible reason.
** The ''VideoGame/TimeSplitters2'' AI could easily be driven to laughable behaviour by the map editor. Make a map with two rooms, no starting weapons, and one gun in
the second room and the AI players will march in a perfect conga line over level. He tends to the gun. When one gets it, all other AIs will stand frozen while the one with the gun shoots them. This in spite of the fact that there is a melee attack in the game; in fact, the player can punch any of the unarmed AIs to death and they will remain stock-still throughout the process.
** The Industrial Tileset has some gamebreaking design for the AI. If a player uses a specific tile, and stacks the tile on top of another of the same tile, and the player tightrope walks across protruding pipes on the geometry of the edge of the wall,
follow you could place a chamber in a location that theoretically is unreachable, but thanks to this exploit can be reached. Since the AI is entirely incapable of path-finding its way to you, it'll run about in circles like a caged hen, and be entirely unable to do anything. The only way this will fail to work is if you play against any human player who will simply copy what you did to reach the chamber, or hide out of view so you can't shoot them with whatever weapons you have access to. The AI does not have access to such a behavior, and may even continuously march towards you and fall off ledges in a desperate effort to somehow reach you as if the air will become a solid platform if it tries hard enough.
** Bots in ''VideoGame/TimeSplitters2'' would ''never'' use their fists unless you turned weapons off entirely; they would rather waste time hunting for a harmless fire extinguisher to shoot you with instead.
** Bots also have no idea how to use the pistol-whipping/rifle-butting option that all guns come equipped with. Playing as a fireproof robot character against an army of highly flammable zombie enemies with no weapons but flamethrowers is a masterpiece of VideoGameCrueltyPotential, as the zombies will crowd around you and futilely try to set your robot on fire, only to end up setting themselves and each other on fire instead.
** Here's a fun experiment: Play Bagtag/Gladiator on the Zeppelin level in ''Future Perfect'' with all weapon slots set to Unarmed or Baseball Bat. Once you've secured the Bag/Gladiator's Armor, head to the roof and climb up one of the ramps the propellers are attached to. The AI will march single-file down the center of the zeppelin as if on a track before reaching a point where they turn and head [[TurbineBlender directly
into the propeller you're standing behind]]. The bots coming from behind you go ''past line of fire like a sheep to the ramp'' to do so, and if you manage to position yourself ''just'' right, they will actually traverse the entire length of the zeppelin before joining the rest of the line.
* ''VideoGame/{{Wolfenstein|2009}}'' has all the classic artificial stupidity bugs. Most notably, the enemy players will not react to you at all unless you are within a certain distance of them (at which point they will know where you are with unfailing accuracy) meaning that, once you've got the sniper scope, you can snipe groups from a distance and watch as the Germans show absolutely no reaction to their comrades' heads exploding.
slaughter, resulting in GameOver for you.



* ''VideoGame/{{Painkiller}}'''s AI wasn't exactly what you'd call Mensa material to begin with, but the ObviousBeta expansion ''Painkiller Resurrection'' takes this trope UpToEleven, where enemies who can't deal with the erratic level design get hung up constantly on corners, curbs, and other random bits of scenery as they try to charge the player.



* ''VideoGame/{{Metro 2033}}'': Fascist soldiers have an excellent awareness of cover. They'll duck, hide, peek around before stepping out, and will call to each other. Unfortunately, this often happens ''on the wrong side'' of what they've chosen to hide 'behind'.
* Every Creator/TomClancy first-person shooter game, such as ''VideoGame/GhostRecon'' and ''VideoGame/RainbowSix'', has often required the player to pull not only his own weight in a firefight, but everyone else’s as well, since the squadmates were often incompetent.
** The ''Rainbow Six'' AI was able to generally avoid this because ''you'' tell it where to go before actually entering the level, but it still has its hiccups. In the first game in particular, it will often get caught up on walls no matter how well you've placed the waypoints. In ''Rainbow Six 3: Raven Shield'', a fireteam left in a corner under AI control will inevitably cover ''the wall'' instead of the wide-open room around them.
** Also in ''Rainbow Six 3'', a terrorist in an entirely different room is liable to hear your footsteps through the wall (bad enough already) and then proceed to throw a grenade. [[ExplosiveStupidity At the wall. Right next to them.]]
** The ''Vegas'' sub-series is much worse in this department. Despite the removal of long, waypoint-based commands for your team, you will more often than not find yourself forced to step Mike and Jung through every individual meter between them and the door you want them to breach if there is not a straight, flat line between them and it. That's not even counting their tendency to ignore enemies or plant themselves in the least convenient spot imaginable and refuse to move up, thus dooming you to death from an enemy shotgun that walked right past them to hit your blind spot or to an enemy grenade they essentially use you as a shield from.
** In ''Ghost Recon: Advanced Warfighter'', support choppers will wander into enemy hot zones and get ventilated by AAA fire, your teammates will bum rush the enemy in attack mode, and [=NPCs=] wielding the rocket launcher tend to [[ExplosiveStupidity frag themselves]] on obstacles.
* Your RedShirtArmy allies in the ''VideoGame/MedalOfHonor'' series tend to suffer from this, eg running blindly into the enemy's line of fire, not taking cover, or allowing themselves to be melee'd to death. This frequently results in mission failure during {{escort mission}}s.
* ''VideoGame/GoldenEye1997'':
** The game has decent enemy AI. However, enemies will only shoot at you if they are on the same elevation as you or close to it, so if you are a bit too low to them or too far up, they will move closer to you in order to get a better shot, even though there is nothing blocking their line of fire. This also gets worse if you park yourself on a stairwell, since the AI will not even bother to shoot at you, even if you are less than a foot away. Because of this exploit, it can lead to an AntiClimaxBoss fight against Xenia, where you can shoot parallel to the bridge as she crosses it and she won't attack until she gets across the bridge, and you can kill her before that happens.
** The way AI works in this game is this: If the CPU can walk in a straight line towards you, it can see and shoot you. The inverse is also true. This can work to your advantage or to the CPU's, depending on the situation. If you stand just behind a rail, you can shoot holes in him and he'll have to come around to get you, but if there's a big hill that you can't even see over, they can shoot right through it and hit you.
** Another way in which they're stupid is if one comes after you, but doesn't see you after a few seconds, it will forget about you, stop chasing you and stand perfectly still indefinitely until you get his attention.
** Yet another way, there are some [=CPUs=] that are programmed never to move unless they see you. This means if you stand somewhere he can't see you (like behind a rail), you can shoot him all you want and he'll be oblivious to your presence.
* The ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' series is generally very good when it comes to AI; however, they do make some cracking blunders, such as killing themselves with their own grenades and blowing themselves up by targeting [[ExplodingBarrels flammable barrels]].
** One very common mistake (and often the only reason you're able to take them down on higher difficulty levels) is using cover from irregular-shaped objects or structures of the wrong size, which often leads to an entire squad of Replicas either with their bodies half-exposed or hitting their own cover while trying to shoot from their positions. And they don't always move when injured, meaning you can kill a Replica by gunning it from afar with the RPL, ''and he will not move to protect himself properly''. That's not to mention the fact that they don't take explosive props into account at all — a perfect strategy to deal with groups is to lure them into a place you've cleared and let a barrel/extinguisher/fuse box behind. When they come, shoot the prop. [[TotalPartyKill Instant squad kill.]]
** One thing of note is that the AI makes dumber decisions as you lower the difficulty. Low-difficulty enemies have less accuracy and damage, which means they'll take stupid decisions like rushing into the bullet-time marksman wielding a shotgun.
** While the AI is very good at fighting the player, AI-versus-AI combat is a different matter entirely. If two AI factions are not specifically meant to fight one another in a level, they will ignore each other entirely if you manage to get them together; if they are, the fight will basically be a simple exchange of bullets — no taking cover, flanking, flushing out enemies with grenades, or any other mildly-intelligent tactic they can utilize against you — until either you make your presence known and [[GangUpOnTheHuman they all focus on you]], or one side (usually the Replica) gets enough bullets on-target to kill off the other.
* ''VideoGame/{{Battlefield}} 1942'':
** Desert Combat, a popular mod, rolled two of the original game's classes (medic and engineer) into one class, without updating the AI. This could be problematic when playing with bots. If the player's tank was injured, a helpful support-class bot would run up and begin covering the tank with anti-tank mines. If the tank moved an inch (and sometimes if it didn't), it would go up like a Roman candle. It gets worse, though. When the player's tank is hurt, the AI almost always spawns as support. Thirty seconds after the player was first trapped by his tank's thin coating of anti-tank mines, twenty more support bots would run up to festoon the tank further. When the mines ran out, the bots would pull out shotguns. When the shells ran out, they would melee it. A crowd of twenty bots, rhythmically beating a tank covered in landmines. The only bright side was that when you eventually did move, you'd take all those idiots with you.
** This was just one of a number of AI screw-ups in the game. The most prominent was when the AI — which was never programmed to fly a helicopter — tried to fly a helicopter. They would often fly straight up into the air as high as they could and then attempt to turn. Soon after, the helicopter would inevitably crash into the ground, often upside down. Any attempt at recovery looked like a drunk, epileptic three-year-old was at the stick, and God help you if you were within 100 feet of it, because there was a good chance it would plow into you while dragging sideways along the ground.
* The enemy AI in ''VideoGame/CliveBarkersJericho'' is very, very stupid. They generally do nothing more than charge you, and while for some enemies, this is actually a good way to take out the Squad, for most, it results in them dying before they get anywhere near you. The allied AI is also quite dim, as they don't quite understand the concepts of "retreating" or "taking cover" and will often melee the exploding enemies or dash up to enemies with ranged attacks and get slaughtered. Luckily, their death does not mean a game over unless everyone, including you, dies.
* In ''VideoGame/SoldierOfFortune II'', [[EscortMission you have to escort Dr. Ivanovich]] near the end of the second level. He tends to follow you into the line of fire like a sheep to the slaughter, resulting in GameOver for you.
* ''VideoGame/ConkersBadFurDay'' has multiplayer AI that, although justifiably stupid on the lowest difficulty level ("Inbred"), can sometimes become this even on the highest level ("Einstein") due to the lack of [[FriendlyFireproof friendly fire protection]]. Specific examples include:
** Sometimes they fail to check what's immediately in front of them before opening fire, such as firing at you because the enemy was directly behind you, as if they expected the bullets to fly through you into them.
** Other times, they'll shoot any and every friggin' thing that moves, including you (common when armed with sniper rifles and grenade launchers).
** When they're not shooting each other in the back, AIs, friend and foe alike, will stand around doing nothing besides, perhaps, jumping, [[strike:often conveniently out of your line of sight just to give the illusion that they're off doing something important]] or trapping themselves in a corner until you shoot or kill them (this tends to be more common the less AIs you have running around on the map).
** Depending on the mini-game, the AIs will also be focused more on shooting (with actually ''aiming'' [[ATeamFiring being an afterthought]]) than the goal they're supposed to accomplish, such as how the weasels in Heist will focus more on killing each other than the money bags, and the only time the money matters is by making whoever's holding it Public Enemy Number 1, or how War!Colors will have the troops more focused on sniping at each other than either side bothering to grab each other's flags. On the other hand, it works in your favor at times; your foes are no smarter than your own teammates, and can even commit [[TooDumbToLive stupicide]] trying to kill you. A common scenario involves you being in an area where you're invulnerable (or not entirely in range of an attack), leading to your foe, armed with a grenade launcher or bomb, trying to fire at you, [[HoistByHisOwnPetard only to obliterate themselves by being too close to their own blast]]. This will, at worst, knock you up into the air and stun you for a while.
* ''VideoGame/RedOrchestra'' has AI combat engineers that set timed explosives in the middle of groups of friendlies. Given the game's realism, this tends to be messy.
* In ''VideoGame/{{Quake|I}}'', ogres always fire their grenades horizontally — so if you stand on a ledge above them, they end up blowing themselves up.
* Psychos in ''VideoGame/{{Borderlands}}'' will often pull out and arm a grenade when low on health, charging at players. They will even do so if there's no way that they'll actually reach the players before the grenade goes off. In all fairness, they ''are'' [[AxCrazy insane and violent]].
** Borderlands also has randomly generated weapons, many of which [[http://www.awkwardzombie.com/index.php?page=0&comic=041210 leave players asking]] (in the words of WebComic/AwkwardZombie):
--->'''WHO WOULD DO THIS'''
* In ''VideoGame/{{Borderlands 2}}'', during a mission with an escort (such as the Slab King escort quest around level 20), if you are in Fight for your Life (meaning you're crippled, but you can get back up if you kill an enemy), the escort NPC is likely to continue killing mobs you might be aiming at, and even more likely to [[KillSteal kill your kill]] and leave you for dead.
* VideoGame/Borderlands3 has numerous moments where you team up with an AI partner. They're effectively immortal, but can be downed temporarily (and will return to their feet quicker if you revive them). They can also revive ''you'', so logically the best course of action is to stick close to them so they can save your butt if you're dying... on paper it is. In reality, if ''anything'' shoots them during their revival attempt, they will immediately reset their revival, or disengage from helping you entirely until the target dies. The AI also makes zero attempts to move while reviving you, or to put itself behind cover (heck, it won't even crouch to reduce its size), so it's best to aim for second winds.
** Lynchwood has train tracks running through the center of the town there. Enemies will hop from down from the embankments onto the tracks and back up to try and outflank the player. They will do this even if there's an oncoming train, which is a OneHitKill to anything for self-explanatory reasons. It's not uncommon to lose count of how many enemies you've killed and come up short, only to discover a twisted, pathetic bandit corpse mangled on the tracks after the fighting dies down.
** In the ''Tiny Tina's Assault on Dragon Keep'' DLC, it's possible for [[ThatOneBoss the Duke of Ork]] to either get stuck behind a fence in the Forest, or ''fall down an endless drop'' in the Mines of Avarice.
* The AI in the ''VideoGame/DarkForcesSaga'' is generally pretty good. Enemies will react intelligently, and while they're not so great at seeking cover, at least they know how to fire on the move. That's for enemies with ranged weapons, at least. Then there's the enemy Sith {{Mook}}s with lightsabers in the later games, starting with ''Jedi Outcast''. It's easy to lose count of how many times one of them, especially one of the [[ColorCodedForYourConvenience orange-suited bottom-tier]] mooks, does an 'evasive Force jump' to get away from you if you knock them down or use a Force power on them... only to go sailing into a BottomlessPit. The last part of the Vjun levels in ''Jedi Academy'' are notable for two specific cases of this. First is a cultist on a balcony you have to get up to in the throne room: he's supposed to wait for you up there and attack once you're there, but most of the time, he hears you as you enter the room and promptly breaks his legs trying to get to you early. Second are the twin Reborn Masters assisting the boss of the level — since they lack lightsabers, they can easily be killed with guns simply because neither they nor said boss will typically move from their starting positions until you walk closer.
* The ''VideoGame/CallOfDuty'' series has had its occasional hiccups, but the ''[[VideoGame/CallOfDutyBlackOps Black Ops]]'' games probably have the most noticeable instances.
** The worst of the series has to be ''[[VideoGame/CallOfDutyBlackOpsII Black Ops Declassified]]'' for the UsefulNotes/PlayStationVita. It's a rushed product and [[ObviousBeta it shows]]. In just one example, enemies will take cover behind explosive objects, [[ExplosiveStupidity then attempt to shoot through them]].
** The Combat Training AI is notable for its consistent application of this. They will walk right past enemies without a second thought, even after one of them (always whichever one isn't on the player's team) realizes what just happened, turns around, and murders the other. They have a difficult time changing tactics, or targets, or even working together; they will often break off from the rest of their team and opt for a knife kill on an enemy who is far out of range, even if that enemy or another one is actively aiming at and shooting them — and for good measure, every time they survive long enough to get into range, they promptly forget they even ''have'' the knife and just stare at their target until he realizes they're there and knifes them. When they do remember they have a gun, they still spend ten infuriating seconds simply ''staring'' at their target before they remember what they're supposed to pull to actually fire at it (though in the enemy's case, they make up for this by [[TheComputerIsACheatingBastard sighting in on you through half the map, waiting until you actually pop your head out into the open]]). [[FromBadToWorse And then that AI, with almost no upgrades, is used for the allied AI in the second game's Strike Force missions]] — now you get to deal with all that with the added bonus of constant insubordination, as your entire team hides behind a wall and ignores your repeated orders to move forward and cover you, forcing you to do everything.
* Teammate AI in ''VideoGame/PAYDAYTheHeist'' are not too intelligent or speedy. Bots will usually fail to notice that you are being electrocuted by a Taser, even if he is next to the two of you. They will also usually be oblivious to a Cloaker who just downed you and will try to revive you, only for them to be instantly downed by the same Cloaker. Bots will also try to revive someone regardless of if another person is already on the job, so don't be surprised if multiple bots attempt to revive the same player, which doesn't speed up the process. Friendly AI never sprint, which means that unless you want to risk being downed while your team is too far away, you have to approach most levels slowly so the bots can keep up. This was also made worse in a patch which made bots keep a bigger distance away from you when moving.



** And of course, there is the fact that no matter what the circumstance is, even when under fire from military grade weaponry, the AI will ''always'' prioritize the need to complain about how you are "in my way sir".
* Many {{First Person Shooter}}s feature a quirk known as "[[SetAMookToKillAMook monster infighting]]" wherein [=NPC=]s, if they accidentally fire on each other, will then proceed to battle it out while the player either slips away quietly or waits for the carnage to end and picks up the spoils. The original ''VideoGame/{{Doom}}'' is the standard-bearer for this.
* ''VideoGame/MegaMan8BitDeathMatch'':
** The bots are not the best things around, due to the limited bot support in Zandronum. This leads to such things as being unable to chase players up ladders, and ''running on the spot over cliff edges''. Thankfully, the latter has mostly been rectified in v3a now, with bots trying to "look" for any opponents if stuck on a ledge, although unfortunately it doesn't work in certain spots.
** The original version of Burst Man's stage had a large pit of buoyant, pink liquid in the middle. The one CPU that would inevitably be spawned here would be completely incapable of leaving it, being unable to figure out the bouncy bubbles used to propel yourself out. In fact, it was almost impossible to lose on this stage in single-player mode, mostly because the AI had a tendency of camping out at the landmarks on the corners of the map rather than move around it looking for opponents, so it was pretty rare for anyone besides the player to actually score any kills.
** The CPU does seem to have some amount of common sense, such as realizing that they shouldn't jump into lava. However, they won't know what else to do about the lava and will simply stand at it, even if they can jump over it. This is easily seen in Junk Man's stage, where the CPU will ''want'' to get their hands on a weapon out on an island in the lava, but instead of jumping across to it, will simply stand there staring at it, even letting you shoot it before they do anything.
** Dynamo Man's stage includes a particularly funny example where CPU players seem to really like riding the giant conveyor belt running through the center of the stage. Because they have a level of edge detection that prevents them from falling off the death pit at the end, you can easily find about five or six CPU players accumulated at the end of it to be slaughtered with certain weapons.
** The AI also cannot figure out the instant death Force Beams in Quick Man's stage and have been known to simply walk right into them and die.
* Enemies in ''VideoGame/NosferatuTheWrathOfMalachi'' have been known to do things like continuously run into walls or get stuck on objects. They also seem mostly incapable of opening doors.
* The item of the day discount in ''Videogame/PlanetSide 2'' is (generally) chosen randomly by a simple program on the game's servers. However, there is nothing stopping it from selecting an item that ''everyone'' has by default and trying to sell it, which it has done — repeatedly.
%%* ''VideoGame/BioShock1'''s main issue wasn't the individual AI coding so much as a design flaw in how they interact: Big Daddies can be aggro'd by damage you didn't mean to inflict on them. This includes:
%%** Trap bolts set for splicers. This sort of makes sense, since you can set an indefinite number of them and they do a great deal of damage toward Big Daddies, so using them to whittle one down to low health with no consequences would be a bit overpowered, though it's not stopping you from setting enough in a row to kill one outright if you can get in a good spot to do so.
%%** Electrical shocks emitted by Static Discharge when you are melee'd by a splicer. This applies to Big Daddies who are standing close to you (for example, if they've been hypnotized) as well as any who might be standing in the same body of water as you. Ideally, they should have been programmed to be unaffected by this.
%%** Turrets and bots that you've hacked. (This doesn't include bots summoned by a hacked camera, at least.) All this does is punish the player for using Security Bullseye with turrets, since no one in their right mind would leave turrets hostile to them. And it gets worse: If the Big Daddy happens to walk in front of a turret that's shooting at a splicer, even if it's half a level away from the player, all it takes is a single stray bullet and the next thing you know you've got an angry boss barreling at you from seemingly out of nowhere.
* ''VideoGame/BioShockInfinite'' has some issues regarding traps. Once you [[spoiler:go through a tear into an alternate reality where you became a hero of the Vox Populi]], the Vox become your allies. However, they can set off any traps you plant, including crow traps created by enemies you throw crows at, and if one of them does, any others in the room will turn on you. [[spoiler:Fortunately, this at least doesn't last long until their leader — who watched the Booker [=DeWitt=] from this world die — mistakes you for an imposter and officially makes an enemy of you.]]
* The mooks in ''VideoGame/RedSteel'' are rather incompetent. Occasionally, enemies don't bother dodging or moving when they're being shot at. And if the player is going stealthy, a grenade explosion some feet away won't get the enemies' attention.
* ''VideoGame/QuakeIIIArena'' uses an AI system based on brushes (firstly used on the Xaero bot mod for ''Quake II'') instead of waypoint-based systems. This, however, doesn't mean that the bots will play like humans. They cannot jump or use platforms (there's a reason why ''Q3'' lacks platform-based maps, and uses jumppads instead) and they cannot navigate their way onto items which take some kind of risk to get. This is also a problem in ''VideoGame/OpenArena''.
* Bots in ''VideoGame/{{Overwatch}}'' are generally very stupid, even on the highest difficulty setting:
** All bots have little sense of self-preservation. They'll never fall back to grab health packs, and will frequently deploy their healing abilities in the middle of battle rather than retreat before using them. "Objective Kills" and "Highest Killstreak" cards given at the end of bot matches often have dozens of kills on them, simply because the bots never even try to avoid getting killed.
** Reaper bots can't use their abilities very well. They never seem to teleport, typically stand still when in wraith form rather than retreat or move past the enemy, and often use their Death Blossom against a single person or even no one at all.
** An average Soldier: 76 bot life goes as follows: The bot uses his sprint to [[LeeroyJenkins charge ahead of his allies]], then engages the enemy alone, firing wildly at them. When he inevitably gets shot and notices he's at low health, he'll throw down his biotic field on the spot instead of retreating, and promptly get sent back to spawn to do the same thing over again,
** Bastion bots may or may not bother transforming before attacking. It's not uncommon for a Bastion bot to get a "recon kills" card at the end of the match simply because he spent most of his time spamming his recon mode's gun at the enemy.
** Torbjorn bots are easily the stupidest of all. They'll never upgrade their turrets, and whether they even deploy turrets at all depends on the map. Usually, they'll just wildly fire their gun at the enemy as if they were an Assault hero, occasionally randomly throwing down a turret in the middle of battle (which is inevitably destroyed within seconds).
** Almost every time you see the bots coming towards your team, it will be single-file. It's not uncommon for a player to get the Play of the Game with a team kill because the AI bunched together and got taken out by a single Death Blossom, or got charged offstage by Reinhardt, or one unit got sticky-bombed (by Tracer) but didn't retreat from their allies and blew the team straight back to respawn.
* It's been found that the AI in ''VideoGame/AliensColonialMarines'' flat-out didn't work as intended due to a coding error, and man, did it ever show. Any tactic beyond "run at player and attack" was beyond the xenomorphs, and frequently they ran into walls. AI teammates aren't much better, as [[WebVideo/TheAngryJoeShow Angry Joe]] demonstrates in [[https://www.youtube.com/watch?v=UGX2WE4QUw8 his review]]. O'Neil, especially, is prone to either standing around doing nothing rather than firing his smart gun, or getting in the way when you need to do something.

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** And of course, there is the fact that no No matter what the circumstance is, even when under fire from military grade weaponry, the AI will ''always'' prioritize the need to complain about how you are "in my way sir".
* Many {{First Person Shooter}}s feature a quirk known as "[[SetAMookToKillAMook monster infighting]]" wherein [=NPC=]s, if they accidentally fire on each other, will then proceed to battle it out while the player either slips away quietly or waits for the carnage to end and picks up the spoils. The original ''VideoGame/{{Doom}}'' is the standard-bearer for this.
* ''VideoGame/MegaMan8BitDeathMatch'':
''VideoGame/TeamFortress2'':
** The game brought out AI bots after launch in an update patch. Originally, some bot variants proved quite difficult, such as Heavies and Snipers, whose pinpoint accuracy and [[ComputersAreFast wicked reflexes]] made them a GameBreaker in their own right. However, those issues were smoothed out to an extent, but there are still some fairly dumb AI moments.
** When the bots debuted, the pathing in Attack/Defend and Payload maps was awful: BLU bots would all crowd on/near the Payload, making them easy pickings, and the RED bots would repeatedly ram themselves against the back wall of the Spawn, thinking that to be the shortest path to where the action is. This has since been more or less fixed.
** Engineer
bots are not prone to some serious problems concerning placement issues for their gear and ''their own survival.'' This is most obvious when, for instance, an Engineer sets up his sentry overlooking an important area with its main firing arc facing a wall or pylon, obscuring a good 90 degrees of its targeting arc. Furthermore, some engineers will alternate between forgetting to wrench their machines to repair them, and forgetting to do anything ''but'' whack their sentry with the best things around, due wrench. This ties back to the limited bot support their placement problem issue, in Zandronum. that they will often sandwich themselves between their sentry and their dispenser, [[TooDumbToLive leaving their sides wide open to enemies]]. This leads to such things as being unable to chase players scenarios where even the laziest sniper can simply peer across the map at them, line up ladders, the LaserSight, and ''running on the spot over cliff edges''. Thankfully, the latter has mostly been rectified in v3a now, with bots trying to "look" for any opponents if stuck on a ledge, although unfortunately it doesn't work in certain spots.
** The original version of Burst Man's stage had a large pit of buoyant, pink liquid in the middle. The one CPU
hollow out that would inevitably be spawned here would be completely incapable of apparently already-empty hard hat. They also have an apparent blindness to Spies, continuing to bash a sapped machine even after the sapper is removed, leaving it, being unable to figure out the bouncy bubbles used to propel yourself out. In fact, it was almost impossible to lose on this stage in single-player mode, mostly because the AI had their spines [[BackStab open for surgery]].
** Medic bots have
a tendency of camping out at to forget to turn their healing beam on their allies or forget to watch their backs, again, opening them up to knives, flames, and scatterguns. They will also pop an Uber the landmarks on the corners of the map rather than move around it looking for opponents, so it was pretty rare for anyone besides the player to actually score moment their heal target takes any kills.
** The CPU does seem to have some
amount of common sense, such as realizing that they shouldn't jump into lava. However, they won't know what else to do about the lava and will simply stand at it, even if they can jump over it. This is easily seen in Junk Man's stage, where the CPU will ''want'' to get their hands on a weapon out on an island in the lava, but instead of jumping across to it, will simply stand there staring at it, even letting you shoot it before they do anything.
** Dynamo Man's stage includes a particularly funny example where CPU players seem to really like riding the giant conveyor belt running through the center of the stage. Because they have a level of edge detection that prevents them from falling off the death pit at the end, you can easily find about five or six CPU players accumulated at the end of it to be slaughtered with certain weapons.
** The AI also cannot figure out the instant death Force Beams in Quick Man's stage and have been known to simply walk right into them and die.
* Enemies in ''VideoGame/NosferatuTheWrathOfMalachi'' have been known to do things like continuously run into walls or get stuck on objects. They also seem mostly incapable of opening doors.
* The item of the day discount in ''Videogame/PlanetSide 2'' is (generally) chosen randomly by a simple program on the game's servers. However, there is nothing stopping it from selecting an item that ''everyone'' has by default and trying to sell it, which it has done — repeatedly.
%%* ''VideoGame/BioShock1'''s main issue wasn't the individual AI coding so much as a design flaw in how they interact: Big Daddies can be aggro'd by damage you didn't mean to inflict on them. This includes:
%%** Trap bolts set for splicers. This sort of makes sense, since you can set an indefinite number of them and they do a great deal of damage toward Big Daddies, so using them to whittle one down to low health with no consequences would be a bit overpowered, though it's not stopping you from setting enough in a row to kill one outright if you can get in a good spot to do so.
%%** Electrical shocks emitted by Static Discharge when you are melee'd by a splicer. This applies to Big Daddies who are standing close to you (for example, if they've been hypnotized) as well as any who might be standing in the same body of water as you. Ideally, they should have been programmed to be unaffected by this.
%%** Turrets and bots that you've hacked. (This doesn't include bots summoned by a hacked camera, at least.) All this does is punish the player for using Security Bullseye with turrets, since no one in their right mind would leave turrets hostile to them. And it gets worse: If the Big Daddy happens to walk in front of a turret that's shooting at a splicer,
damage, even if it's half a level away from a puny pistol shot and that Heavy they're powering up has yet to lumber across the player, all map to his destination. Finally, they have an odd tendency to forget that they have a syringe gun, even if they've used it takes is a single stray bullet previously, and the next thing you know you've got an angry boss barreling at you will run from seemingly out of nowhere.
* ''VideoGame/BioShockInfinite'' has some issues regarding traps. Once you [[spoiler:go through a tear into an alternate reality where you became a hero of the Vox Populi]], the Vox become your allies. However, they can set off any traps you plant, including crow traps created by
even critically wounded enemies you throw crows at, who would go down in one or two syringes if they attacked instead of retreated. Many a bot arena round has been lost because the lone Medic ran from a 3-HP Scout... and if one of them does, any others committed suicide when back in the room will turn on you. [[spoiler:Fortunately, spawn room.
** Pyro bots wisely know to use the shotgun instead of merely acting like LeeroyJenkins and charging with the flamethrower... but
this at least doesn't last long until is nullified somewhat by their leader apparent love of the [[PlayingTennisWithTheBoss airblast]], where they will waste nearly a third of their ammo just bouncing a Heavy back before charging in to burn them who watched the Booker [=DeWitt=] from this world die — mistakes you for an imposter and officially makes an enemy of you.a Heavy that is still shredding them with [[MoreDakka more boolet.]]
* The mooks ** Scout bots will rely excessively on their pistols, sometimes hanging off at the edges of the battlefield and contributing small 8-point chips of damage, instead of going in ''VideoGame/RedSteel'' close to use their extremely powerful SawedOffShotgun. This leads to instances where Scouts hanging out near their own rear lines are rather incompetent. Occasionally, enemies don't bother dodging easily picked off by Snipers and Spies, two of the classes they counter best amongst human players.
** Heavy bots have an ammo management problem, in that they seem to forget how much they actually have. They will often stand on a point and hold down the trigger for two withering seconds and promptly run dry, leaving them to try and keep fighting with their much slower, less devastating shotgun,
or moving when scurry off for an ammo refill, no doubt feeling quite embarrassed. Some will keep firing for some seconds even though they're being shot at. And if out of ammo, which seems to happen most often when ubered.
** Soldier bots, like Scout bots, will rely too much on their secondary weapon. Having exhausted all their rockets in their current clip, they will switch to
the player is going stealthy, a grenade explosion some feet away won't get shotgun and empty it as well, then fumble reloads into the enemies' attention.
* ''VideoGame/QuakeIIIArena'' uses an AI system based on brushes (firstly used on the Xaero bot mod for ''Quake II'')
shotgun instead of waypoint-based systems. This, however, doesn't mean that the much more powerful rocket launcher which reloads faster than the shotgun.
** Demoman bots, alternatively, forget about their secondary weapon, the sticky bomb launcher, and fight primarily with the grenade launcher. While this is not necessarily bad, the sticky bomb launcher is incredibly versatile and
the bots will play like humans. They cannot jump or use platforms (there's drop them to retreat — a reason why ''Q3'' lacks platform-based maps, perfectly serviceable use, until you watch the bot forget about them entirely and uses jumppads instead) come charging back at you. Through its own carpet of stickies. Stand just close enough, and they cannot navigate Demoman bots will detonate their way onto items which bombs as they approach, blowing themselves to kingdom come.
** Sniper bots are smart enough to know when to switch to their secondary weapon, and when to listen for sounds around them. However, they also seem to only think about line of sight, as opposed to cover, and quite a few Snipers will stand in fairly obvious places to
take some kind of risk to get. This is their shots. They will also a problem try to take shots while sitting in ''VideoGame/OpenArena''.
* Bots
the safety of the spawn room, when there is no way for their shot to hit anything but a wall or door. Sniper bots, if left alone, will sometimes sit in ''VideoGame/{{Overwatch}}'' the spawn room the entire match, scoped in, staring at the door. In Mann vs. Machine, robot Snipers rely exclusively on fully charged body shots to kill as to give the human players a chance to find and kill them before they get a TotalPartyKill.
** Finally, Spy bots are... not entirely implemented, and rightly so, as they
are generally very stupid, even on the highest class with [[DifficultButAwesome a difficulty setting:
** All bots have little sense of self-preservation. They'll never fall back
curve so steep it counts as a cliff]] but [[WeakButSkilled also extremely dangerous]].
*** They know how
to grab health packs, sap, how to disguise, how to backstab, and will frequently deploy how to use their healing abilities revolver. In theory, they should be able to operate loosely as their class profile dictates (though the inability to cloak is obviously an issue). In practice, Spies will sit in the middle of battle rather than retreat before using them. "Objective Kills" and "Highest Killstreak" cards given at the end of bot matches spawn room as often have dozens of kills on them, as Snipers, if not more, wearing a mask but not actually moving. They also prone to spoiling their PaperThinDisguise, but that is simply because the bots never even try to avoid getting killed.
** Reaper bots can't use their abilities
being convincing is difficult when they cannot attack. They also have very well. They never seem to teleport, typically stand still when odd backstab usage rules, in wraith form rather than retreat or move past the enemy, that they will sometimes skip an obvious stab in favor of shooting, and often use their Death Blossom against sometimes forget that they have a single person or even no one knife at all.
** An average Soldier: 76 bot life goes as follows: The bot uses his sprint *** If you set all bots to [[LeeroyJenkins charge ahead of his allies]], then engages Spies on both teams, they will completely ignore each other because they think they are all on the same team. [[https://youtu.be/H5SC8nparT8?t=23 Even if they are just leaving the enemy alone, firing wildly at them. When he inevitably gets shot and notices he's at low health, he'll throw down his biotic field on the spot instead of retreating, and promptly get sent back to spawn to do the same thing over again,
spawn.]]
** Bastion bots may or may not bother transforming before attacking. It's not uncommon for a Bastion bot to get a "recon kills" card at the end of the match simply because he spent most of his time spamming his recon mode's gun at the enemy.
** Torbjorn bots
These are easily the stupidest of all. They'll never upgrade their turrets, and whether they even deploy turrets at all depends on the map. Usually, they'll just wildly fire their gun at the enemy as if they were an Assault hero, occasionally randomly throwing down a turret lampshaded in the middle of battle (which is inevitably destroyed within seconds).
** Almost every time you see the bots coming towards your team, it will be single-file. It's not uncommon for a player to get the Play of the Game with a team kill because the AI bunched together and got taken out by a single Death Blossom, or got charged offstage by Reinhardt, or one unit got sticky-bombed (by Tracer) but didn't retreat from their allies and blew the team straight back to respawn.
* It's been found that the AI in ''VideoGame/AliensColonialMarines'' flat-out didn't work as intended due to a coding error, and man, did it ever show. Any tactic beyond "run at player and attack" was beyond the xenomorphs, and frequently they ran into walls. AI teammates aren't much better, as [[WebVideo/TheAngryJoeShow Angry Joe]] demonstrates in [[https://www.
Machinima/TeamServiceAnnouncement ''[[https://www.youtube.com/watch?v=UGX2WE4QUw8 com/watch?v=xYN7RxpumU8 Fake Players]]''. All the bots can be told apart by their frequent idiocy, such as running into walls, not seeking health when weak, and using the wrong weapons for the wrong situation. The vid intends to educate about "bot servers" that fake having people in the server, thus attracting more actual players, by having bots play using fake Steam accounts (rather than the server-based bots they're supposed to use, which stopped counting toward the player count displayed on the server list shortly after bots became available).
** Some particularly stupid bots won't even make the distinction of the weapon they are using. This can lead to some [[HilarityEnsues ensuing hilarity]] when an engineer starts ''shooting''
his review]]. O'Neil, especially, sentry with his shotgun instead of using his wrench to upgrade/repair it. Though it can also be particularly annoying when a medic will follow you, relentlessly blasting you with needles, thinking it's a medigun beam.
** Bots tend to [[https://youtu.be/3PRqmz3vcQQ?t=190 commit mass suicide]] at the start of every round in koth_nucleus because they don't recognize that the bridges that lead to the control point only extend until the control point
is prone enabled.
* ''VideoGame/TimeSplitters'':
** In the [[VideoGame/TimeSplitters first game]], the AI had a nasty habit of running in circles until you shot it. Annoying when the enemy does it, downright infuriating when your teammates do it. Also, on custom maps featuring inaccessible weapon spawns, the AI characters would just run around in a vain attempt
to either access the secret cache. On custom maps featuring NO weapon spawns, the AI characters would not move AT ALL.
** In ''VideoGame/TimeSplitters2'', there was a map that consisted of two bases with a gorge in between, joined only by bridges. In some game modes, bots (both friendly and unfriendly) would start running across a bridge, then pull a 90 degree turn and run off the edge for no discernible reason.
** The ''VideoGame/TimeSplitters2'' AI could easily be driven to laughable behaviour by the map editor. Make a map with two rooms, no starting weapons, and one gun in the second room and the AI players will march in a perfect conga line over to the gun. When one gets it, all other AIs will stand frozen while the one with the gun shoots them. This in spite of the fact that there is a melee attack in the game; in fact, the player can punch any of the unarmed AIs to death and they will remain stock-still throughout the process.
** The Industrial Tileset has some gamebreaking design for the AI. If a player uses a specific tile, and stacks the tile on top of another of the same tile, and the player tightrope walks across protruding pipes on the geometry of the edge of the wall, you could place a chamber in a location that theoretically is unreachable, but thanks to this exploit can be reached. Since the AI is entirely incapable of path-finding its way to you, it'll run about in circles like a caged hen, and be entirely unable to do anything. The only way this will fail to work is if you play against any human player who will simply copy what you did to reach the chamber, or hide out of view so you can't shoot them with whatever weapons you have access to. The AI does not have access to such a behavior, and may even continuously march towards you and fall off ledges in a desperate effort to somehow reach you as if the air will become a solid platform if it tries hard enough.
** Bots in ''VideoGame/TimeSplitters2'' would ''never'' use their fists unless you turned weapons off entirely; they would rather waste time hunting for a harmless fire extinguisher to shoot you with instead.
** Bots also have no idea how to use the pistol-whipping/rifle-butting option that all guns come equipped with. Playing as a fireproof robot character against an army of highly flammable zombie enemies with no weapons but flamethrowers is a masterpiece of VideoGameCrueltyPotential, as the zombies will crowd around you and futilely try to set your robot on fire, only to end up setting themselves and each other on fire instead.
** Here's a fun experiment: Play Bagtag/Gladiator on the Zeppelin level in ''Future Perfect'' with all weapon slots set to Unarmed or Baseball Bat. Once you've secured the Bag/Gladiator's Armor, head to the roof and climb up one of the ramps the propellers are attached to. The AI will march single-file down the center of the zeppelin as if on a track before reaching a point where they turn and head [[TurbineBlender directly into the propeller you're
standing around doing nothing rather than firing his smart gun, or getting in behind]]. The bots coming from behind you go ''past the way when you need ramp'' to do something.so, and if you manage to position yourself ''just'' right, they will actually traverse the entire length of the zeppelin before joining the rest of the line.
* ''VideoGame/{{Wolfenstein|2009}}'' has all the classic artificial stupidity bugs. Most notably, the enemy players will not react to you at all unless you are within a certain distance of them (at which point they will know where you are with unfailing accuracy) meaning that, once you've got the sniper scope, you can snipe groups from a distance and watch as the Germans show absolutely no reaction to their comrades' heads exploding.
[[/folder]]
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** It is possible, through unusual circumstances, for an entire group of resistance fighters to kill themselves if you leave them in a bathroom alone, since they can ''[[DeathByFallingOver trip over the bathtub and break their necks]]''. An NPC walking into any movable prop can seemingly trip over it and die. To be fair, this is the physics engine being stupid, not the AI. [[note]]Technically, it isn't even fair to say that the physics engine is being stupid. [[TruthInTelevision It's]] ''[[TruthInTelevision totally]]'' [[TruthInTelevision possible]] for [[DeathByFallingOver people to die from the blunt force trauma of falling over]], as long as the impact is concentrated on a critical area like the head or neck. However, it is ''highly'' unlikely for a group of people to simultaneously die this way through sheer clumsiness, ''especially'' when said people are not drunk, sick, or otherwise compromised. One also has to wonder how something like this happens in a game that isn't programmed to deal FallingDamage to an entity that is merely knocked prone; most likely, they somehow clip into the ground and the game considers them crushed to death.[[/note]] This is also more common in ''Garry's Mod'', but can occur in ''Half Life 2''.

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** It is possible, through unusual circumstances, for an entire group of resistance fighters to kill themselves if you leave them in a bathroom alone, since they can ''[[DeathByFallingOver trip over the bathtub and break their necks]]''. An NPC walking into any movable prop can seemingly trip over it and die. To be fair, this is the physics engine being stupid, not the AI. [[note]]Technically, it isn't even fair to say that the physics engine is being stupid. it's [[TruthInTelevision It's]] ''[[TruthInTelevision totally]]'' [[TruthInTelevision totally possible]] for [[DeathByFallingOver people to die from the blunt force trauma of falling over]], as long as the impact is concentrated on a critical area like the head or neck. However, over, but it is ''highly'' unlikely for a group of people to simultaneously die this way through sheer clumsiness, ''especially'' when said people are not drunk, sick, or otherwise compromised. One compromised.[[note]]One also has to wonder how something like this happens in a game that isn't programmed to deal FallingDamage to an entity that is merely knocked prone; most likely, they somehow clip into the ground and the game considers them crushed to death.[[/note]] This is also more common in ''Garry's Mod'', but can occur in ''Half Life 2''.
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** Also from ''Doom'' and ''Doom 2'', Pinkies will always charge straight at the player, regardless of what's in their way. Even if you have your chainsaw out, they'll happily charge right into it and get shredded.
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** Engineer bots are prone to some serious problems concerning placement issues for their gear and ''their own survival.'' This is most obvious when, for instance, an Engineer sets up his sentry overlooking an important area with its main arc facing a wall or pylon, obscuring a good 90 degrees of its targeting arc. Furthermore, some engineers will alternate between forgetting to wrench their machines to repair them, and forgetting to do anything ''but'' whack their sentry with the wrench. This ties back to their placement problem issue, in that they will often sandwich themselves between their sentry and their dispenser, [[TooDumbToLive leaving their sides wide open to enemies]]. This leads to scenarios where even the laziest sniper can simply peer across the map at them, line up the LaserSight, and hollow out that apparently already-empty hard hat. They also have an apparent blindness to spies, continuing to bash a sapped machine even after the sapper is removed, leaving their spines [[BackStab open for surgery]].
** Medic bots have a tendency to forget to turn their healing beam on their allies or forget to watch their backs, again, opening them up to knives, flames, and scatterguns. They will also pop an uber the moment their heal target takes any amount of damage, even if it's from a puny pistol shot and that Heavy has yet to lumber across the map to his destination. Finally, they have an odd tendency to forget that they have a syringe gun, even if they've used it previously, and will run from even critically wounded enemies who would go down in one or two syringes if they attacked instead of retreated. Many a bot arena round has been lost because the lone Medic ran from a 3-HP Scout... and committed suicide when back in the spawn room.
** Pyro bots wisely know to use the shotgun instead of merely acting like LeeroyJenkins and charging with the flamethrower...but this is nullified somewhat by their apparent love of the [[PlayingTennisWithTheBoss airblast]], where they will waste nearly a third of their ammo just bouncing a Heavy back before charging in to burn them — a Heavy that is still shredding them with [[MoreDakka more boolet.]]

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** Engineer bots are prone to some serious problems concerning placement issues for their gear and ''their own survival.'' This is most obvious when, for instance, an Engineer sets up his sentry overlooking an important area with its main firing arc facing a wall or pylon, obscuring a good 90 degrees of its targeting arc. Furthermore, some engineers will alternate between forgetting to wrench their machines to repair them, and forgetting to do anything ''but'' whack their sentry with the wrench. This ties back to their placement problem issue, in that they will often sandwich themselves between their sentry and their dispenser, [[TooDumbToLive leaving their sides wide open to enemies]]. This leads to scenarios where even the laziest sniper can simply peer across the map at them, line up the LaserSight, and hollow out that apparently already-empty hard hat. They also have an apparent blindness to spies, Spies, continuing to bash a sapped machine even after the sapper is removed, leaving their spines [[BackStab open for surgery]].
** Medic bots have a tendency to forget to turn their healing beam on their allies or forget to watch their backs, again, opening them up to knives, flames, and scatterguns. They will also pop an uber Uber the moment their heal target takes any amount of damage, even if it's from a puny pistol shot and that Heavy they're powering up has yet to lumber across the map to his destination. Finally, they have an odd tendency to forget that they have a syringe gun, even if they've used it previously, and will run from even critically wounded enemies who would go down in one or two syringes if they attacked instead of retreated. Many a bot arena round has been lost because the lone Medic ran from a 3-HP Scout... and committed suicide when back in the spawn room.
** Pyro bots wisely know to use the shotgun instead of merely acting like LeeroyJenkins and charging with the flamethrower... but this is nullified somewhat by their apparent love of the [[PlayingTennisWithTheBoss airblast]], where they will waste nearly a third of their ammo just bouncing a Heavy back before charging in to burn them — a Heavy that is still shredding them with [[MoreDakka more boolet.]]



*** If you set all bots to Spies on both teams, they will completly ignore each other because they think they are all on the same team. [[https://youtu.be/H5SC8nparT8?t=23 Even if they are just leaving the enemy spawn.]]

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*** If you set all bots to Spies on both teams, they will completly completely ignore each other because they think they are all on the same team. [[https://youtu.be/H5SC8nparT8?t=23 Even if they are just leaving the enemy spawn.]]

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** The [[SetAMookToKillAMook in-fighting system]] in classic ''Doom'' and ''Doom 2''. In this case, it's a deliberate bunch of clever programming rather than bad coding, with a number of rules determining how monsters are able to inflict damage on each other, and whether they'll retaliate.
*** However, a quirk of the coding means that it is [[http://doom.wikia.com/wiki/Barrel_suicide possible to provoke a monster into attacking itself]].
*** Also, as [[https://www.youtube.com/watch?v=2VzBaUW0I64&t=760s this video]] humorously demonstrates, if two monsters are in-fighting and one teleports into another part of the map, the unteleported monster will, rather than attack you, just idly move about searching for the teleported monster.
** In ''VideoGame/{{Doom 3}}'', any monsters without a projectile attack (i.e. zombies, Pinkies, or Wraiths) had absolutely no idea what to do if the player jumped on a table out of their reach. So they'd just run in circles around the table while moaning their hearts out.
*** Enemies ''with'' a projectile attack (i.e. Z-Sec or Imps), on the other hand, make the most basic mistake of stubbornly and relentlessly following you instead of finding a cover and waiting for you to enter the area you need to pass through in order to continue the game. This makes them very easy to dispatch -- just retreat behind the nearest corner, aim your gun at it and wait until the enemy inevitably walks right into your crosshair. Always works.

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** The [[SetAMookToKillAMook in-fighting system]] in classic ''Doom'' and ''Doom 2''. In this case, it's a deliberate bunch of clever programming rather than bad coding, with a number of rules determining how monsters are able to inflict damage on each other, and whether they'll retaliate.
*** However, a quirk of the coding means that it is [[http://doom.wikia.com/wiki/Barrel_suicide possible to provoke a monster into attacking itself]].
***
retaliate. Also, as [[https://www.youtube.com/watch?v=2VzBaUW0I64&t=760s this video]] humorously demonstrates, if two monsters are in-fighting and one teleports into another part of the map, the unteleported monster will, rather than attack you, just idly move about searching for the teleported monster.
** In ''VideoGame/{{Doom 3}}'', any monsters without a projectile attack (i.e. zombies, Pinkies, or Wraiths) had absolutely no idea what to do if the player jumped on a table out of their reach. So they'd just run in circles around the table while moaning their hearts out.
***
out. Enemies ''with'' a projectile attack (i.e. Z-Sec or Imps), on the other hand, make the most basic mistake of stubbornly and relentlessly following you instead of finding a cover and waiting for you to enter the area you need to pass through in order to continue the game. This makes them very easy to dispatch -- just retreat behind the nearest corner, aim your gun at it and wait until the enemy inevitably walks right into your crosshair. Always works.



* It's been found that the AI in ''VideoGame/AliensColonialMarines'' flat-out didn't work as intended due to a coding error, and man, did it ever show. Any tactic beyond "run at player and attack" was beyond the xenomorphs, and frequently they ran into walls.
** AI teammates aren't much better, as [[WebVideo/TheAngryJoeShow Angry Joe]] demonstrates in [[https://www.youtube.com/watch?v=UGX2WE4QUw8 his review]]. O'Neil, especially, is prone to either standing around doing nothing rather than firing his smart gun, or getting in the way when you need to do something.

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* It's been found that the AI in ''VideoGame/AliensColonialMarines'' flat-out didn't work as intended due to a coding error, and man, did it ever show. Any tactic beyond "run at player and attack" was beyond the xenomorphs, and frequently they ran into walls.
**
walls. AI teammates aren't much better, as [[WebVideo/TheAngryJoeShow Angry Joe]] demonstrates in [[https://www.youtube.com/watch?v=UGX2WE4QUw8 his review]]. O'Neil, especially, is prone to either standing around doing nothing rather than firing his smart gun, or getting in the way when you need to do something.
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** The Industrial Tileset has some gamebreaking design for the AI. If a player uses a specific tile, and stacks the tile on top of another of the same tile, and the player tightrope walks across protruding pipes on the geometry of the edge of the wall, you could place a chamber in a location that theoretically is unreachable, but thanks to this exploit can be reached. Since the AI is entirely incapable of path-finding its way to you, it'll run about in circles like a caged hen, and be entirely unable to do anything. The only way this will fail to work is if you play against any human player who will simply copy what you did to reach the chamber, or hide out of view so you can't shoot them with whatever weapons you have access to. The AI does not have access to such a behavior, and may even continuously march towards you and fall off ledges in a desperate effort to somehow reach you as if the air will become a solid platform if it tries hard enough.


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* VideoGame/Borderlands3 has numerous moments where you team up with an AI partner. They're effectively immortal, but can be downed temporarily (and will return to their feet quicker if you revive them). They can also revive ''you'', so logically the best course of action is to stick close to them so they can save your butt if you're dying... on paper it is. In reality, if ''anything'' shoots them during their revival attempt, they will immediately reset their revival, or disengage from helping you entirely until the target dies. The AI also makes zero attempts to move while reviving you, or to put itself behind cover (heck, it won't even crouch to reduce its size), so it's best to aim for second winds.


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** Almost every time you see the bots coming towards your team, it will be single-file. It's not uncommon for a player to get the Play of the Game with a team kill because the AI bunched together and got taken out by a single Death Blossom, or got charged offstage by Reinhardt, or one unit got sticky-bombed (by Tracer) but didn't retreat from their allies and blew the team straight back to respawn.
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Added a bit more about Aliens: Colonial Marines.

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** AI teammates aren't much better, as [[WebVideo/TheAngryJoeShow Angry Joe]] demonstrates in [[https://www.youtube.com/watch?v=UGX2WE4QUw8 his review]]. O'Neil, especially, is prone to either standing around doing nothing rather than firing his smart gun, or getting in the way when you need to do something.
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*** Enemies ''with'' a projectile attack (i.e. Z-Sec or Imps), on the other hand, make the most basic mistake of stubbornly and relentlessly following you instead of finding a cover and waiting for you to enter the area you need to pass through in order to continue the game. This makes them very easy to dispatch -- just retreat behind the nearest corner, aim your gun at it and wait until the enemy inevitably walks right into your crosshair. Always works.
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** Short-range weaponry occasionally gives the AI fits. It's not uncommon for Clone Pilots in the first game and Dark Troopers in the second to attempt to snipe you with their {{Lightning Gun}}s from about ten yards outside their effective range. Bothan Spies at least remember that their incinerator weapons are only effective at melee range, but they'll often forget the concept of walking up to the target, resulting in the stupid alien staring at you ineffectually while you casually shoot him in the face.

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** Short-range weaponry occasionally gives the AI fits. It's not uncommon for Clone Pilots in the first game and Dark Troopers in the second to attempt to snipe you with their {{Lightning Gun}}s from about ten yards outside their effective range. Bothan Spies at least remember that their incinerator weapons are only effective at melee range, but they'll often forget the concept of walking up to the target, resulting in the stupid alien staring at you ineffectually while you casually shoot him in the face. This also extends to Force Lightning; if playing with AI, the villains in Hero Assault are put at a severe disadvantage from the outset since Count Dooku and Emperor Palpatine ''won't even attempt to use their lightsabers'', instead opting to spend most of their time shooting Force Lightning at people, missing them by a country mile, and often electrocuting allies that walk by.
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*** Also, as [[https://www.youtube.com/watch?v=2VzBaUW0I64&t=760s this video]] humorously demonstrates, if two monsters are in-fighting and one teleports into another part of the map, the unteleported monster will, rather than attack you, just idly move about searching for the teleported monster.
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* Many {{First Person Shooter}}s feature a quirk known as "[[EnemyCivilWar monster infighting]]" wherein [=NPC=]s, if they accidentally fire on each other, will then proceed to battle it out while the player either slips away quietly or waits for the carnage to end and picks up the spoils. The original ''VideoGame/{{Doom}}'' is the standard-bearer for this.

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* Many {{First Person Shooter}}s feature a quirk known as "[[EnemyCivilWar "[[SetAMookToKillAMook monster infighting]]" wherein [=NPC=]s, if they accidentally fire on each other, will then proceed to battle it out while the player either slips away quietly or waits for the carnage to end and picks up the spoils. The original ''VideoGame/{{Doom}}'' is the standard-bearer for this.
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** The friendly HECU marines in ''Opposing Force'' will sometimes either stop following or turn on you for no reason.

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** The friendly HECU marines in ''Opposing Force'' ''VideoGame/HalfLifeOpposingForce'' will sometimes either stop following or turn on you for no reason.
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** It's also ''very'' common for your A.I. teammates to [[TooDumbToLive walk directly into your line of fire]] ''while you're standing still,'' hurting your kill/death ratio by pretty much giving you a negative kill, and removing one unit from your team's reinforcements. If you intentionally moved behind them to shoot them in the back, it'd be one thing, but your teammates are being suicidally stupid by deliberately walking in front of you ''as you're clearly shooting an enemy'' is something else entirely. As a final insult, unlike in the [[StarWarsBattlefrontII second game,]] you can't turn Friendly Fire off in the first one.
** Also notable is the AI's tendency to spam grenades ''constantly,'' even if there are multiple teammates around a single target they could just as easily shoot. It's even possible for troops to end up as their own Nemesis and Bait, meaning that they blew themselves up with their own grenades more times than anyone else managed to kill them.

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** It's also ''very'' common for your A.I. teammates to [[TooDumbToLive walk directly into your line of fire]] ''while you're standing still,'' hurting your kill/death ratio by pretty much giving you a negative kill, and removing one unit from your team's reinforcements. If you intentionally moved behind them to shoot them in the back, it'd be one thing, but your teammates are being suicidally stupid by deliberately walking in front of you ''as you're clearly shooting an enemy'' is something else entirely. As a final insult, unlike in the [[StarWarsBattlefrontII [[VideoGame/StarWarsBattlefrontII second game,]] you can't turn Friendly Fire off in the first one.
** Also notable is the AI's tendency to spam grenades ''constantly,'' ''[[ExplosiveStupidity constantly]]'', even if there are multiple teammates around a single target they could just as easily shoot. It's even possible for troops to end up as [[EpicFail their own Nemesis and Bait, Bait]], meaning that they blew themselves up with their own grenades more times than anyone else managed to kill them.



*** If you are flying, say, a Republic Gunship and give the "everybody out" command before you land, your allies will cheerfully ''jump out of the gunship'', ignoring fine details like not possessing a parachute or jetpack, and the height being enough to break their necks. You then have kills deducted for every stupid clone you have thus weeded out.

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*** If you are flying, say, a Republic Gunship and give the "everybody out" command before you land, your allies will cheerfully ''jump out of the gunship'', ignoring fine details like not possessing a parachute or jetpack, and [[NotTheFallThatKillsYou the height being enough to to]] [[TooDumbToLive break their necks.necks]]. You then have kills deducted for every stupid clone you have thus weeded out.



*** A hilarious tactic in space battles goes like this: infiltrate the enemy's hangar, then proceed to use your free time to get in the enemy fighters. Don't leave the hangar, though; just get in long enough to turn the ship around, then immediately exit the fighter. The next time some AI schmuck comes along, he'll enter the ship and bravely fly forward...[[HilarityEnsues directly into the hangar walls.]] If you wanted to earn the points for that kill, keep your eye on the enemy's lightweight fighter (the A-Wing, in the Rebels' case), and simply plug a rocket into its backside every time someone goes to enter the fighter.

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*** A hilarious tactic in space battles goes like this: infiltrate the enemy's hangar, then proceed to use your free time to get in the enemy fighters. Don't leave the hangar, though; just get in long enough to turn the ship around, then immediately exit the fighter. The next time some AI schmuck comes along, he'll enter the ship and bravely fly forward...[[HilarityEnsues directly into the hangar walls.]] If you wanted to earn the points for that kill, keep your eye on the enemy's [[FragileSpeedster lightweight fighter fighter]] (the A-Wing, in the Rebels' case), and simply plug a rocket into its backside every time someone goes to enter the fighter.



** If you are a Jedi or any class with rockets, you will end up betraying teammates because when you try to kill the enemy, the AI on your team will stand right beside them. Similarly, if you are a clone commander, stay far away from allies. They are only too happy to wander in front of your chaingun and die.

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** If you are a Jedi or any class with rockets, you will end up betraying teammates because when you try to kill the enemy, the AI on your team will stand right beside them. Similarly, if you are a clone commander, stay far away from allies. They are only too happy to wander in front of your chaingun [[GatlingGood chaingun]] and die.
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** In ''VideoGame/FarCry5'', computer-controlled allies seem completely incapable of figuring out how to move to avoid fire. Usually, the moment a fire starts they'll freeze in place shouting that the fire is spreading as it engulfs them, then die once they've been in it long enough, forcing you to either revive them or wait for them to respawn.
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duplicate


** The AI will now usually leave you to die if you are strangled by a Smoker 2 feet away from them if there are common infected near them, and even if you are perfectly several feet away from the AI in a straight line and are being pounded by a Charger, don't expect the AI to start shooting until they are at least in half the the range from them to you. Also the same problem with Jockeys, but made worse since Jockeys can move you and Survivor AI seems to be incapable of doing more than one action at a time when they move. If you get ridden by a Jockey, Survivor bots will opt to shove the Jockey off when they are not close enough to do so instead of, you know, shooting it.

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** The AI will now usually leave you to die if you are strangled by a Smoker 2 feet away from them if there are common infected near them, and even if you are perfectly several feet away from the AI in a straight line and are being pounded by a Charger, don't expect the AI to start shooting until they are at least in half the the range from them to you. Also the same problem with Jockeys, but made worse since Jockeys can move you and Survivor AI seems to be incapable of doing more than one action at a time when they move. If you get ridden by a Jockey, Survivor bots will opt to shove the Jockey off when they are not close enough to do so instead of, you know, shooting it.
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** Borderlands also has randomly generated weapons, many of which [[http://www.awkwardzombie.com/index.php?page=0&comic=041210 leave players asking]] (in the words of WebComic/AwkwardZombie):
--->'''WHO WOULD DO THIS'''
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** Short-range weaponry occasionally gives the AI fits. It's not uncommon for Clone Pilots in the first game and Dark Troopers in the second to attempt to snipe you with their {{Lightning Gun}}s from about ten yards outside their effective range. Bothan Spies at least remember that their incinerator weapons are only effective at melee range, but they'll often forget the concept of walking up to the target, resulting in the stupid alien staring at you ineffectually while you casually shoot him in the face.
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** The worst of the series has to be ''[[VideoGame/CallOfDutyBlackOps2 Black Ops Declassified]]'' for the UsefulNotes/PlayStationVita. It's a rushed product and [[ObviousBeta it shows]]. In just one example, enemies will take cover behind explosive objects, [[ExplosiveStupidity then attempt to shoot through them]].

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** The worst of the series has to be ''[[VideoGame/CallOfDutyBlackOps2 ''[[VideoGame/CallOfDutyBlackOpsII Black Ops Declassified]]'' for the UsefulNotes/PlayStationVita. It's a rushed product and [[ObviousBeta it shows]]. In just one example, enemies will take cover behind explosive objects, [[ExplosiveStupidity then attempt to shoot through them]].
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* It's been found that the AI in ''VideoGame/AliensColonialMarines'' flat-out didn't work as intended due to a coding error, and man, did it ever show. Any tactic beyond "run at player and attack" was beyond the xenomorphs, and frequently they ran into walls.
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Corrected the kill steak link so that it correctly went to the kill steal page.


* In ''VideoGame/{{Borderlands 2}}'', during a mission with an escort (such as the Slab King escort quest around level 20), if you are in Fight for your Life (meaning you're crippled, but you can get back up if you kill an enemy), the escort NPC is likely to continue killing mobs you might be aiming at, and even more likely to [[KillSteak kill your kill]] and leave you for dead.

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* In ''VideoGame/{{Borderlands 2}}'', during a mission with an escort (such as the Slab King escort quest around level 20), if you are in Fight for your Life (meaning you're crippled, but you can get back up if you kill an enemy), the escort NPC is likely to continue killing mobs you might be aiming at, and even more likely to [[KillSteak [[KillSteal kill your kill]] and leave you for dead.
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* Let's get this out of the way first: any FPS game using a waypoint-based navigation system (especially [[CompetitiveMultiplayer multiplayer-oriented ones]] such as ''VideoGame/{{Unreal|I}}'', ''VideoGame/UnrealTournament'', ''VideoGame/UnrealTournament2004'', ''VideoGame/{{Nexuiz}}'', ''VideoGame/{{Xonotic}}'', and AI mods for ''VideoGame/{{Quake|I}}'' and ''VideoGame/QuakeII'') is bound to have a predictable and boring-to-play AI, no matter how well-placed such waypoints are, and how good the system is. There's a reason why most of the CompetitiveMultiplayer games' pro communities have as a recommendation "don't practice with the AI".

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* Let's get this out of the way first: any FPS game using a waypoint-based navigation system (especially [[CompetitiveMultiplayer multiplayer-oriented ones]] such as ''VideoGame/{{Unreal|I}}'', ''VideoGame/UnrealTournament'', ''VideoGame/UnrealTournament2004'', ''VideoGame/{{Nexuiz}}'', ''VideoGame/{{Xonotic}}'', and AI mods for ''VideoGame/{{Quake|I}}'' and ''VideoGame/QuakeII'') is bound to have a predictable and boring-to-play boring-to-play-against AI, no matter how well-placed such waypoints are, and how good the system is. There's a reason why most of the CompetitiveMultiplayer games' pro communities have as a recommendation "don't practice with the AI".



** The dropships also seem to like dropping Warthogs on players sometimes. And, yes, we mean ''[[DeathFromAbove directly]]'' [[DeathFromAbove on top of players]]. Most infuriating.

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** The dropships also seem to like dropping Warthogs on players sometimes. And, yes, we mean ''[[DeathFromAbove directly]]'' [[DeathFromAbove on top of players]]. Most It's quite infuriating.



*** One of the most hilariously stupid AI actions in the game comes with the ability to perform evasive maneuvers in any flying vehicle. All too frequently, you'll see a [[FragileSpeedster scout fighter]] make a flawless bombing run against a [[NighInvulnerable capital starship]] while miraculously dodging huge amounts of [[BeamSpam flak]], pull up and begin to fly away... then, for no discernable reason, do a barrel roll and turn 180 degrees, sending themselves [[HilarityEnsues full throttle into the enemy ship.]] This is actually possible to exploit by firing a missile at a fighter flying directly ''away'' from its parent ship; the fighter will loop backwards to break the lock and power straight into the huge star cruiser right behind it.

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*** One of the most hilariously stupid AI actions in the game comes with the ability to perform evasive maneuvers in any flying vehicle. All too frequently, you'll see a [[FragileSpeedster scout fighter]] make a flawless bombing run against a [[NighInvulnerable capital starship]] while miraculously dodging huge amounts of [[BeamSpam flak]], pull up and begin to fly away... then, for no discernable reason, do a barrel roll and turn 180 degrees, sending themselves [[HilarityEnsues full throttle full-throttle into the enemy ship.]] This is actually possible to exploit by firing a missile at a fighter flying directly ''away'' from its parent ship; the fighter will loop backwards to break the lock and power straight into the huge star cruiser right behind it.



** Vehicles offer many new and fascinating ways for the AI to be stupid. Pilots on the Hoth level of the original ''Battlefront'' have been known to have their flights abruptly terminated by, say, the ceiling of Echo Base, which they drove into for no apparent reason (apparently thinking they've cleared it far sooner than possible with how far back the snowspeeders spawn in the hangar). Other times, the AI will abandon a nearly intact vehicle next to a hostile spawn point; respond to the Sabotage power in Galactic Conquest by driving off in a crippled vehicle rather than sitting on the repair droid that is ''right there''; ignore an unoccupied and intact enemy tank, when stealing it could provide a massive swing to your side; take several minutes to respond to your order to get in; sit there stupidly and get blasted into spare parts by an AT-AT; or use speeder bikes solely for transportation without realising that you can do a lot of damage with them by using their underslung blaster, which virtually never needs to recharge and deals a surprising amount of damage...or by [[RammingAlwaysWorks running the enemy down]], which does even ''more'' damage and takes no ammunition at all.

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** Vehicles offer many new and fascinating ways for the AI to be stupid. Pilots on the Hoth level of the original ''Battlefront'' have been known to have their flights abruptly terminated by, say, the ceiling of Echo Base, which they drove into for no apparent reason (apparently thinking they've cleared it far sooner than possible with how far back the snowspeeders spawn in the hangar). Other times, the AI will abandon a nearly intact vehicle next to a hostile spawn point; respond to the Sabotage power in Galactic Conquest by driving off in a crippled vehicle rather than sitting on the repair droid that is ''right there''; ignore an unoccupied and intact enemy tank, when stealing it could provide a massive swing to your side; take several minutes to respond to your order to get in; sit there stupidly and get blasted into spare parts by an AT-AT; or use speeder bikes solely for transportation without realising that you can do a lot of damage with them by using their underslung blaster, which virtually never needs to recharge and deals a surprising amount of damage... or by [[RammingAlwaysWorks running the enemy down]], which does even ''more'' damage and takes no ammunition at all.



* The ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' series is generally very good when it comes to AI, however that do make some cracking blunders, such as killing themselves with their own grenades and blowing themselves up by targeting [[ExplodingBarrels flammable barrels]].
** One very common mistake (and often the only reason you're able to take them down in higher difficulty levels) is using cover from irregular-shaped objects or structures of the wrong size, which often leads to an entire squad of Replicas either with their bodies half-exposed or hitting their own cover while trying to shoot from their positions. And they don't always move when injured, meaning you can kill a Replica by gunning it from afar with the RPL, ''and he will not move to protect himself properly''. That's not to mention the fact that they don't take explosive props into account at all — a perfect strategy to deal with groups is to lure them into a place you've cleared and let a barrel/extinguisher/fuse box behind. When they come, shoot the prop. [[TotalPartyKill Instant squad kill.]]
** One thing of note is that the AI makes dumber decisions as you lower difficulty. Low-difficulty enemies have less accuracy and damage, which means they'll take stupid decisions like rushing into the bullet-time marksman wielding a shotgun.
** While the AI is very good at fighting the player, AI-versus-AI combat is a different matter entirely. If two AI factions are not specifically meant to fight one another in a level they will ignore each other entirely if you manage to get them together; if they are, the fight will basically be a simple exchange of bullets - no taking cover, flanking, flushing out enemies with grenades, or any other mildly-intelligent tactic they can utilize against you - until either you make your presence known and [[GangUpOnTheHuman they all focus on you]], or one side (usually the Replica) gets enough bullets on-target to kill off the other.

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* The ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' series is generally very good when it comes to AI, however that AI; however, they do make some cracking blunders, such as killing themselves with their own grenades and blowing themselves up by targeting [[ExplodingBarrels flammable barrels]].
** One very common mistake (and often the only reason you're able to take them down in on higher difficulty levels) is using cover from irregular-shaped objects or structures of the wrong size, which often leads to an entire squad of Replicas either with their bodies half-exposed or hitting their own cover while trying to shoot from their positions. And they don't always move when injured, meaning you can kill a Replica by gunning it from afar with the RPL, ''and he will not move to protect himself properly''. That's not to mention the fact that they don't take explosive props into account at all — a perfect strategy to deal with groups is to lure them into a place you've cleared and let a barrel/extinguisher/fuse box behind. When they come, shoot the prop. [[TotalPartyKill Instant squad kill.]]
** One thing of note is that the AI makes dumber decisions as you lower the difficulty. Low-difficulty enemies have less accuracy and damage, which means they'll take stupid decisions like rushing into the bullet-time marksman wielding a shotgun.
** While the AI is very good at fighting the player, AI-versus-AI combat is a different matter entirely. If two AI factions are not specifically meant to fight one another in a level level, they will ignore each other entirely if you manage to get them together; if they are, the fight will basically be a simple exchange of bullets - no taking cover, flanking, flushing out enemies with grenades, or any other mildly-intelligent tactic they can utilize against you - until either you make your presence known and [[GangUpOnTheHuman they all focus on you]], or one side (usually the Replica) gets enough bullets on-target to kill off the other.



** Desert Combat, a popular mod, rolled two of the original game's classes (medic and engineer) into one class, without updating the AI. This could be problematic when playing with bots. If the player's tank was injured, a helpful support-class bot would run up and begin covering the tank with anti-tank mines. If the tank moved an inch (and sometimes if it didn't) it would go up like a Roman candle. It gets worse, though. When the player's tank is hurt, the AI almost always spawns as support. Thirty seconds after the player was first trapped by his tank's thin coating of anti-tank mines, twenty more support bots would run up to festoon the tank further. When the mines ran out, the bots would pull out shotguns. When the shells ran out, they would melee it. A crowd of twenty bots, rhythmically beating a tank covered in landmines. The only bright side was that when you eventually did move, you'd take all those idiots with you.
** This was just one of a number of AI screw-ups in the game. The most prominent was when the AI - which was never programmed to fly a helicopter - tried to fly a helicopter. They would often fly straight up into the air as high as they could and then attempt to turn. Soon after, the helicopter would inevitably crash into the ground, often upside down. Any attempt at recovery looked like a drunk, epileptic three-year-old was at the stick and God help you if you were within 100 feet of it, because there was a good chance it would plow into you while dragging sideways along the ground.
* The enemy AI in ''VideoGame/CliveBarkersJericho'' is very, very stupid. They generally do nothing more than charge you, and while for some enemies this is actually a good way to take out the Squad, for most it results in them dying before they get anywhere near you. The allied AI is also quite dim, as they don't quite understand the concepts of "retreating" or "taking cover" and will often melee the exploding enemies or dash up to enemies with ranged attacks and get slaughtered. Luckily, their death does not mean a game over unless everyone, including you, dies.
* In ''VideoGame/SoldierOfFortune II'', you have to escort Dr. Ivanovich near the end of the second level. He tends to follow you into the line of fire like a sheep to the slaughter, resulting in GameOver for you.

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** Desert Combat, a popular mod, rolled two of the original game's classes (medic and engineer) into one class, without updating the AI. This could be problematic when playing with bots. If the player's tank was injured, a helpful support-class bot would run up and begin covering the tank with anti-tank mines. If the tank moved an inch (and sometimes if it didn't) didn't), it would go up like a Roman candle. It gets worse, though. When the player's tank is hurt, the AI almost always spawns as support. Thirty seconds after the player was first trapped by his tank's thin coating of anti-tank mines, twenty more support bots would run up to festoon the tank further. When the mines ran out, the bots would pull out shotguns. When the shells ran out, they would melee it. A crowd of twenty bots, rhythmically beating a tank covered in landmines. The only bright side was that when you eventually did move, you'd take all those idiots with you.
** This was just one of a number of AI screw-ups in the game. The most prominent was when the AI - which was never programmed to fly a helicopter - tried to fly a helicopter. They would often fly straight up into the air as high as they could and then attempt to turn. Soon after, the helicopter would inevitably crash into the ground, often upside down. Any attempt at recovery looked like a drunk, epileptic three-year-old was at the stick stick, and God help you if you were within 100 feet of it, because there was a good chance it would plow into you while dragging sideways along the ground.
* The enemy AI in ''VideoGame/CliveBarkersJericho'' is very, very stupid. They generally do nothing more than charge you, and while for some enemies enemies, this is actually a good way to take out the Squad, for most most, it results in them dying before they get anywhere near you. The allied AI is also quite dim, as they don't quite understand the concepts of "retreating" or "taking cover" and will often melee the exploding enemies or dash up to enemies with ranged attacks and get slaughtered. Luckily, their death does not mean a game over unless everyone, including you, dies.
* In ''VideoGame/SoldierOfFortune II'', [[EscortMission you have to escort Dr. Ivanovich Ivanovich]] near the end of the second level. He tends to follow you into the line of fire like a sheep to the slaughter, resulting in GameOver for you.



** When they're not shooting each other in the back, AIs, friend and foe alike, will stand around doing nothing besides, perhaps, jumping, [[strike: often conveniently out of your line of sight just to give the illusion that they're off doing something important]] or trapping themselves in a corner until you shoot or kill them (this tends to be common the less AIs you have running around on the map).
** Depending on the mini-game, the AIs will also be focused more on shooting (with actually ''aiming'' being an afterthought) than the goal they're supposed to accomplish, such as how the weasels in Heist will focus more on killing each other than the money bags, and the only time the money matters is by making whoever's holding it Public Enemy Number 1, or how War!Colors will have the troops more focused on sniping at each other than either side bothering to grab each other's flags. On the other hand, it works in your favor at times; your foes are no smarter than your own teammates, and can even commit [[TooDumbToLive stupicide]] trying to kill you. A common scenario involves you being in an area where you're invulnerable (or not entirely in range of an attack), leading to your foe, armed with a grenade launcher or bomb, to fire at you, only to obliterate themselves by being too close to their own blast. This will, at worst, knock you up on the air and stun you for a while.
* ''VideoGame/RedOrchestra'' has AI combat engineers that set timed explosives in the middle of groups of friendlies. Given the game's realism, this tends to be messy
* In ''VideoGame/{{Quake|I}}'', ogres always fire their grenades horizontally -- so if you stand on a ledge above them, they end up blowing themselves up.

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** When they're not shooting each other in the back, AIs, friend and foe alike, will stand around doing nothing besides, perhaps, jumping, [[strike: often [[strike:often conveniently out of your line of sight just to give the illusion that they're off doing something important]] or trapping themselves in a corner until you shoot or kill them (this tends to be more common the less AIs you have running around on the map).
** Depending on the mini-game, the AIs will also be focused more on shooting (with actually ''aiming'' [[ATeamFiring being an afterthought) afterthought]]) than the goal they're supposed to accomplish, such as how the weasels in Heist will focus more on killing each other than the money bags, and the only time the money matters is by making whoever's holding it Public Enemy Number 1, or how War!Colors will have the troops more focused on sniping at each other than either side bothering to grab each other's flags. On the other hand, it works in your favor at times; your foes are no smarter than your own teammates, and can even commit [[TooDumbToLive stupicide]] trying to kill you. A common scenario involves you being in an area where you're invulnerable (or not entirely in range of an attack), leading to your foe, armed with a grenade launcher or bomb, trying to fire at you, [[HoistByHisOwnPetard only to obliterate themselves by being too close to their own blast. blast]]. This will, at worst, knock you up on into the air and stun you for a while.
* ''VideoGame/RedOrchestra'' has AI combat engineers that set timed explosives in the middle of groups of friendlies. Given the game's realism, this tends to be messy
messy.
* In ''VideoGame/{{Quake|I}}'', ogres always fire their grenades horizontally -- so if you stand on a ledge above them, they end up blowing themselves up.



* In ''VideoGame/{{Borderlands 2}}'', during a mission with an escort (Such as the Slab King escort quest around level 20), if you are in Fight for your Life (meaning you're crippled, but you can get back up if you kill an enemy), the escort NPC is likely to continue killing mobs you might be aiming at, and even more likely to kill your kill and leave you for dead.
** Lynchwood has train tracks running through the center of the town there. Enemies will hop from down from the embankments onto the tracks and back up to try and outflank the player. They will do this even if there's an oncoming train, which is a OneHitKill to anything for self explanatory reasons. It's not uncommon to lose count of how many enemies you've killed and come up short, only to discover a twisted, pathetic bandit corpse mangled on the tracks after the fighting dies down.

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* In ''VideoGame/{{Borderlands 2}}'', during a mission with an escort (Such (such as the Slab King escort quest around level 20), if you are in Fight for your Life (meaning you're crippled, but you can get back up if you kill an enemy), the escort NPC is likely to continue killing mobs you might be aiming at, and even more likely to [[KillSteak kill your kill kill]] and leave you for dead.
** Lynchwood has train tracks running through the center of the town there. Enemies will hop from down from the embankments onto the tracks and back up to try and outflank the player. They will do this even if there's an oncoming train, which is a OneHitKill to anything for self explanatory self-explanatory reasons. It's not uncommon to lose count of how many enemies you've killed and come up short, only to discover a twisted, pathetic bandit corpse mangled on the tracks after the fighting dies down.



* The AI in the ''VideoGame/DarkForcesSaga'' is generally pretty good. Enemies will react intelligently, and while they're not so great at seeking cover, at least they know how to fire on the move. That's for enemies with ranged weapons at least. Then there's the enemy Sith {{Mook}}s with lightsabers in the later games, starting with Jedi Outcast. It's easy to lose count of how many times one of them, especially one of the [[ColorCodedForYourConvenience orange suited bottom-tier]] mooks, does an 'evasive Force jump' to get away from you if you knock them down or use a Force power on them... only to go sailing into a BottomlessPit. The last part of the Vjun levels in ''Jedi Academy'' are notable for two specific cases of this. First is a cultist on a balcony you have to get up to in the throne room: he's supposed to wait for you up there and attack once you're there, but most of the time he hears you as you enter the room and promptly breaks his legs trying to get to you early. Second are the twin Reborn Masters assisting the boss of the level - since they lack lightsabers, they can easily be killed with guns simply because neither they nor said boss will typically move from their starting positions until you walk closer.

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* The AI in the ''VideoGame/DarkForcesSaga'' is generally pretty good. Enemies will react intelligently, and while they're not so great at seeking cover, at least they know how to fire on the move. That's for enemies with ranged weapons weapons, at least. Then there's the enemy Sith {{Mook}}s with lightsabers in the later games, starting with Jedi Outcast. ''Jedi Outcast''. It's easy to lose count of how many times one of them, especially one of the [[ColorCodedForYourConvenience orange suited orange-suited bottom-tier]] mooks, does an 'evasive Force jump' to get away from you if you knock them down or use a Force power on them... only to go sailing into a BottomlessPit. The last part of the Vjun levels in ''Jedi Academy'' are notable for two specific cases of this. First is a cultist on a balcony you have to get up to in the throne room: he's supposed to wait for you up there and attack once you're there, but most of the time time, he hears you as you enter the room and promptly breaks his legs trying to get to you early. Second are the twin Reborn Masters assisting the boss of the level - since they lack lightsabers, they can easily be killed with guns simply because neither they nor said boss will typically move from their starting positions until you walk closer.



** The Combat Training AI is notable for its consistent application of this. They will walk right past enemies without a second thought, even after one of them (always whichever one isn't on the player's team) realizes what just happened, turns around and murders the other. They have a difficult time changing tactics, or targets, or even working together; they will often break off from the rest of their team and opt for a knife kill on an enemy who is far out of range, even if that enemy or another one is actively aiming at and shooting them - and for good measure, every time they survive long enough to get into range, they promptly forget they even ''have'' the knife and just stare at their target until he realizes they're there and knifes them. When they do remember they have a gun, they still spend ten infuriating seconds simply ''staring'' at their target before they remember what they're supposed to pull to actually fire at it (though in the enemy's case they make up for this by [[TheComputerIsACheatingBastard sighting in on you through half the map, waiting until you actually pop your head out into the open]]). [[FromBadToWorse And then that AI, with almost no upgrades, is used for the allied AI in the second game's Strike Force missions]] - now you get to deal with all that with the added bonus of constant insubordination, as your entire team hides behind a wall and ignores your repeated orders to move forward and cover you, forcing you to do everything.
* Teammate AI in ''VideoGame/PAYDAYTheHeist'' are not too intelligent or speedy. Bots will usually fail to notice that you are being electrocuted by a Taser, even if he is next to the two of you. They will also usually be oblivious to a Cloaker who just downed you and will try to revive you, only for them to be instantly downed by the same Cloaker. Bots will also try to revive someone regardless if another person is already on the job, so don't be surprised if multiple bots attempt to revive the same player, which doesn't speed up the process. Friendly AI never sprint, which means that unless you want to risk being downed while your team is too far away, you have to approach most levels slowly so the bots can keep up. This was also made worse in a patch which made bots keep a bigger distance away from you when moving.

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** The Combat Training AI is notable for its consistent application of this. They will walk right past enemies without a second thought, even after one of them (always whichever one isn't on the player's team) realizes what just happened, turns around around, and murders the other. They have a difficult time changing tactics, or targets, or even working together; they will often break off from the rest of their team and opt for a knife kill on an enemy who is far out of range, even if that enemy or another one is actively aiming at and shooting them - and for good measure, every time they survive long enough to get into range, they promptly forget they even ''have'' the knife and just stare at their target until he realizes they're there and knifes them. When they do remember they have a gun, they still spend ten infuriating seconds simply ''staring'' at their target before they remember what they're supposed to pull to actually fire at it (though in the enemy's case case, they make up for this by [[TheComputerIsACheatingBastard sighting in on you through half the map, waiting until you actually pop your head out into the open]]). [[FromBadToWorse And then that AI, with almost no upgrades, is used for the allied AI in the second game's Strike Force missions]] - now you get to deal with all that with the added bonus of constant insubordination, as your entire team hides behind a wall and ignores your repeated orders to move forward and cover you, forcing you to do everything.
* Teammate AI in ''VideoGame/PAYDAYTheHeist'' are not too intelligent or speedy. Bots will usually fail to notice that you are being electrocuted by a Taser, even if he is next to the two of you. They will also usually be oblivious to a Cloaker who just downed you and will try to revive you, only for them to be instantly downed by the same Cloaker. Bots will also try to revive someone regardless of if another person is already on the job, so don't be surprised if multiple bots attempt to revive the same player, which doesn't speed up the process. Friendly AI never sprint, which means that unless you want to risk being downed while your team is too far away, you have to approach most levels slowly so the bots can keep up. This was also made worse in a patch which made bots keep a bigger distance away from you when moving.



** Your teammates usually scan the room thoroughly before giving off reports like that. But some AI wonks do occasionally appear in more tighter or crammed-in spaces. Sometimes your teammates ''even accidentally shoot you'' if your squad is caught in a fire fight with the criminals. Sometimes ''they run in front of your gun while you're trying to fire''. Or switch place in front of the doors if one of them is lacking the type of grenade you ordered to be thrown into the room. Which is of course logical... unless there's a friggin' suspect right in front of the door, mere centimeters away, ready to shoot them while they're waltzing in front of the exposed doorway. Most of the AI issues of your squadmates and problems with giving more complex chains of commands were thankfully fixed by patches and the ExpansionPack.
** And of course, there is the fact that no matter what the circumstance is, even when under fire from military grade weaponry, the AI will ALWAYS prioritize the need to complain about how you are "in my way sir"

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** Your teammates usually scan the room thoroughly before giving off reports like that. But some AI wonks do occasionally appear in more tighter or more crammed-in spaces. Sometimes your teammates ''even accidentally shoot you'' if your squad is caught in a fire fight with the criminals. Sometimes ''they run in front of your gun while you're trying to fire''. Or switch place in front of the doors if one of them is lacking the type of grenade you ordered to be thrown into the room. Which is of course logical... unless there's a friggin' suspect right in front of the door, mere centimeters away, ready to shoot them while they're waltzing in front of the exposed doorway. Most of the AI issues of your squadmates and problems with giving more complex chains of commands were thankfully fixed by patches and the ExpansionPack.
** And of course, there is the fact that no matter what the circumstance is, even when under fire from military grade weaponry, the AI will ALWAYS ''always'' prioritize the need to complain about how you are "in my way sir"sir".



* The item of the day discount in ''Videogame/PlanetSide 2'' is (generally) chosen randomly by a simple program on the game's servers. However, there is nothing stopping it from selecting an item that ''everyone'' has by default and trying to sell it, which it has done - repeatedly.

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* The item of the day discount in ''Videogame/PlanetSide 2'' is (generally) chosen randomly by a simple program on the game's servers. However, there is nothing stopping it from selecting an item that ''everyone'' has by default and trying to sell it, which it has done - repeatedly.



* ''VideoGame/BioShockInfinite'' has some issues regarding traps. Once you [[spoiler:go through a tear into an alternate reality where you became a hero of the Vox Populi]], the Vox become your allies. However, they can set off any traps you plant, including crow traps created by enemies you throw crows at, and if one of them does, any others in the room will turn on you. [[spoiler:Fortunately, this at least doesn't last long until their leader -- who watched the Booker [=DeWitt=] from this world die -- mistakes you for an imposter and officially makes an enemy of you.]]

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* ''VideoGame/BioShockInfinite'' has some issues regarding traps. Once you [[spoiler:go through a tear into an alternate reality where you became a hero of the Vox Populi]], the Vox become your allies. However, they can set off any traps you plant, including crow traps created by enemies you throw crows at, and if one of them does, any others in the room will turn on you. [[spoiler:Fortunately, this at least doesn't last long until their leader -- who watched the Booker [=DeWitt=] from this world die -- mistakes you for an imposter and officially makes an enemy of you.]]



* ''VideoGame/QuakeIIIArena'' uses an AI system based on brushes (firstly used on the Xaero bot mod for ''Quake II'') instead of waypoint-based systems. This, however, doesn't mean that the bots will play like humans. They cannot jump, use platforms (there's a reason of why Q3 lacks platform-based maps, and uses jumppads instead) and they cannot navigate their way onto items which take some kind of risk to get. This is also a problem in ''VideoGame/OpenArena''.

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* ''VideoGame/QuakeIIIArena'' uses an AI system based on brushes (firstly used on the Xaero bot mod for ''Quake II'') instead of waypoint-based systems. This, however, doesn't mean that the bots will play like humans. They cannot jump, jump or use platforms (there's a reason of why Q3 ''Q3'' lacks platform-based maps, and uses jumppads instead) and they cannot navigate their way onto items which take some kind of risk to get. This is also a problem in ''VideoGame/OpenArena''.
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* Let's get this out of the way first: any FPS game using a waypoint-based navigation system (especially [[CompetitiveMultiplayer multiplayer-oriented ones]] such as ''VideoGame/{{Unreal|I}}'', ''VideoGame/UnrealTournament'', ''VideoGame/UnrealTournament2004'', ''VideoGame/{{Nexuiz}}'', ''VideoGame/{{Xonotic}}'' and AI mods for ''VideoGame/{{Quake|I}}'' and ''VideoGame/QuakeII'') is bound to have a predictable and boring-to-play AI, no matter how well-placed such waypoints are, and how good the system is. There's a reason why most of the CompetitiveMultiplayer games' pro communities have as a recommendation "don't practice with the AI".

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* Let's get this out of the way first: any FPS game using a waypoint-based navigation system (especially [[CompetitiveMultiplayer multiplayer-oriented ones]] such as ''VideoGame/{{Unreal|I}}'', ''VideoGame/UnrealTournament'', ''VideoGame/UnrealTournament2004'', ''VideoGame/{{Nexuiz}}'', ''VideoGame/{{Xonotic}}'' ''VideoGame/{{Xonotic}}'', and AI mods for ''VideoGame/{{Quake|I}}'' and ''VideoGame/QuakeII'') is bound to have a predictable and boring-to-play AI, no matter how well-placed such waypoints are, and how good the system is. There's a reason why most of the CompetitiveMultiplayer games' pro communities have as a recommendation "don't practice with the AI".



* Your squad in ''VideoGame/BrothersInArms'' tends to stand in the open a few feet from cover unless prompted to move, apparently prefering to let jerry ventilate them.

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* Your squad in ''VideoGame/BrothersInArms'' tends to stand in the open a few feet from cover unless prompted to move, apparently prefering to let jerry jerries ventilate them.



** On [[HarderThanHard Nightmare!]] difficulty as well as with "fast monsters" enabled, projectile enemies will typically stand in place hurling fireballs at the player. While this can make them a nuisance, their static attacking also makes them an easier target with your own projectiles, such as rockets. As long as the monster sees you, they will let the rocket of doom heading right for them hit its mark.

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** On [[HarderThanHard Nightmare!]] difficulty as well as with "fast monsters" enabled, projectile enemies will typically stand in place hurling fireballs at the player. While this can make them a nuisance, their static attacking also makes them an easier target with for your own projectiles, such as rockets. As long as the monster sees you, they will let the rocket of doom heading right for them hit its mark.



** Revolutionary at the time was the ability of enemy soldiers to make informed use of cover and grenades, running around corners to escape explosions and throwing grenades into the player's cover. One other thing they could do was set grenades as traps while retreating; however, more often than not, they would be distracted by the approaching player's gunfire ''while setting the trap'' and return in kind -- immediately forgetting that they were standing above a live grenade...

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** Revolutionary at the time was the ability of enemy soldiers to make informed use of cover and grenades, running around corners to escape explosions and throwing grenades into the player's cover. One other thing they could do was set grenades as traps while retreating; however, more often than not, they would be distracted by the approaching player's gunfire ''while setting the trap'' and return in kind -- — [[ExplosiveStupidity immediately forgetting that they were standing above a live grenade...]]



*** ''Machinima/FreemansMind'' has many shining examples of the above. Highlights include Alien Grunts forgetting how ambushes work, killing themselves dropping from aircraft, not noticing Freeman even when he's shooting at them, Alien Controllers following Freeman into cramped hallways (and acting like "dogs strapped to jetpacks who can shoot ball lightning from their paws", in Freeman's words), Security Guards standing out in the open to fire, and soldiers taking UnfriendlyFire and LeeroyJenkins behavior to new heights- blowing each other up with grenades is the most common, but they've also bombed each other, fallen into their own traps, and chased Freeman around corners even after he shot others who also ran that way.

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*** ''Machinima/FreemansMind'' has many shining examples of the above. Highlights include Alien Grunts forgetting how ambushes work, killing themselves dropping from aircraft, not noticing Freeman even when he's shooting at them, Alien Controllers following Freeman into cramped hallways (and acting like "dogs strapped to jetpacks who can shoot ball lightning from their paws", in Freeman's words), Security Guards standing out in the open to fire, and soldiers taking UnfriendlyFire and LeeroyJenkins behavior to new heights- heights — blowing each other up with grenades is the most common, but they've also bombed each other, [ [[HoistByHisOwnPetard fallen into their own traps, traps]], and chased Freeman around corners even after he shot others who also ran that way.



** It is possible, through unusual circumstances, for an entire group of resistance fighters to kill themselves if you leave them in a bathroom alone, since they can ''[[DeathByFallingOver trip over the bathtub and break their necks]]''. An NPC walking into any movable prop can seemingly trip over it and die. To be fair, this is the physics engine being stupid, not the AI. [[note]]Technically, it isn't even fair to say that the physics engine is being stupid. [[TruthInTelevision It's]] ''[[TruthInTelevision totally]]'' [[TruthInTelevision possible]] for [[DeathByFallingOver people to die from the blunt force trauma of falling over]], as long as the impact is concentrated on a critical area like the head or neck. However, it is ''highly'' unlikely for a group of people to simultaneously die this way through sheer clumsiness, ''especially'' when said people are not drunk, sick, or otherwise compromised. One also has to wonder how something like this happens in a game that isn't programmed to deal FallingDamage to an entity that is merely knocked prone.[[/note]] This is also more common in ''Garry's Mod'', but can occur in ''Half Life 2''.

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** It is possible, through unusual circumstances, for an entire group of resistance fighters to kill themselves if you leave them in a bathroom alone, since they can ''[[DeathByFallingOver trip over the bathtub and break their necks]]''. An NPC walking into any movable prop can seemingly trip over it and die. To be fair, this is the physics engine being stupid, not the AI. [[note]]Technically, it isn't even fair to say that the physics engine is being stupid. [[TruthInTelevision It's]] ''[[TruthInTelevision totally]]'' [[TruthInTelevision possible]] for [[DeathByFallingOver people to die from the blunt force trauma of falling over]], as long as the impact is concentrated on a critical area like the head or neck. However, it is ''highly'' unlikely for a group of people to simultaneously die this way through sheer clumsiness, ''especially'' when said people are not drunk, sick, or otherwise compromised. One also has to wonder how something like this happens in a game that isn't programmed to deal FallingDamage to an entity that is merely knocked prone.prone; most likely, they somehow clip into the ground and the game considers them crushed to death.[[/note]] This is also more common in ''Garry's Mod'', but can occur in ''Half Life 2''.



** They usually wait a few seconds before actually deciding to catch up with the player and if you get attacked by any special infected other than a Tank, they may prioritize shooting regular zombies instead of trying to free you. Made worse in Survival and VS mode, where the modes have a melee attack cooldown effect and the computer keeps trying to melee zombies off them when they have to recharge. Most likely a programming oversight by Valve and has yet to be fixed.

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** They usually wait a few seconds before actually deciding to catch up with the player player, and if you get attacked by any special infected other than a Tank, they may prioritize shooting regular zombies instead of trying to free you. Made worse in Survival and VS mode, where the modes have a melee attack cooldown effect and the computer keeps trying to melee zombies off them when they have to recharge. Most likely a programming oversight by Valve and has yet to be fixed.



** The AI will now usually leave you to die if you are strangled by a Smoker 2 feet away from them if there are common infected near them and even if you are perfectly several feet away from the AI in a straight line and are being pounded by a Charger, don't expect the AI to start shooting until they are at least in half the the range from them to you. Also the same problem with Jockeys, but made worse since Jockeys can move you and Survivor AI seems to be incapable of doing more than one action at a time when they move. If you get ridden by a Jockey, Survivor bots will opt to shove the Jockey off when they are not close enough to do so instead of, you know, shooting it.

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** The AI will now usually leave you to die if you are strangled by a Smoker 2 feet away from them if there are common infected near them them, and even if you are perfectly several feet away from the AI in a straight line and are being pounded by a Charger, don't expect the AI to start shooting until they are at least in half the the range from them to you. Also the same problem with Jockeys, but made worse since Jockeys can move you and Survivor AI seems to be incapable of doing more than one action at a time when they move. If you get ridden by a Jockey, Survivor bots will opt to shove the Jockey off when they are not close enough to do so instead of, you know, shooting it.



** Survivor AI are bad in dealing with special infected in VS mode. It is possible for the AI to keep shoving you and then run off, never bothering to shoot you, or are too slow to notice that you are slashing at their backs. There's a theory that nerfing the survivor A.I. was a way of increasing difficulty. The general consensus is that they [[http://www.youtube.com/watch?v=VqyNS7ZdY1A went a little bit too far]]...
** AI survivors will blindly stare at a witch and slowly walk around her even though she is being aggroed. This can be extremely annoying in Hard Rain, where the entire level is filled with witches.

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** Survivor AI are bad in at dealing with special infected in VS mode. It is possible for the AI to keep shoving you and then run off, never bothering to shoot you, or are too slow to notice that you are slashing at their backs. There's a theory that nerfing the survivor A.I. was a way of increasing difficulty. The general consensus is that they [[http://www.youtube.com/watch?v=VqyNS7ZdY1A they went a little bit too far]]...
** AI survivors will blindly stare at a witch and slowly walk around her even though if she is already being aggroed. This can be extremely annoying in Hard Rain, where the entire level is filled with witches.



** Bots will also shoot any Infected on their sight. Even if said infected is in front of hazards like a Crescendo Event that is triggered by shooting something or in worst cases, when an Infected is near ''a Witch''. Fortunately they can't anger Wandering Witches when they shoot them, but good luck with normal Witches.

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** Bots will also shoot any Infected on their sight. Even if said infected is in front of hazards like a Crescendo Event that is triggered by shooting something something, or in the worst cases, when an Infected is near ''a Witch''. Fortunately Fortunately, they can't anger Wandering Witches when they shoot them, but good luck with normal Witches.



** Special Infected Bots also have no concept of fall damage. It's not uncommon to hear AI Boomers or Smokers leap to their deaths and explode behind you. It's even more hilarious when you see it for yourself.

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** Special Infected Bots also have no concept of [[FallingDamage fall damage.damage]]. It's not uncommon to hear AI Boomers or Smokers leap to their deaths and explode behind you. It's even more hilarious when you see it for yourself.



** Pyro bots wisely know to use the shotgun instead of merely acting like LeeroyJenkins and charging with the flamethrower...but this is nullified somewhat by their apparent love of the [[PlayingTennisWithTheBoss airblast]], where they will waste nearly a third of their ammo just bouncing a Heavy back before charging in to burn them -- a Heavy that is still shredding them with [[MoreDakka more boolet.]]

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** Pyro bots wisely know to use the shotgun instead of merely acting like LeeroyJenkins and charging with the flamethrower...but this is nullified somewhat by their apparent love of the [[PlayingTennisWithTheBoss airblast]], where they will waste nearly a third of their ammo just bouncing a Heavy back before charging in to burn them -- a Heavy that is still shredding them with [[MoreDakka more boolet.]]



** Demoman bots, alternatively, forget about their secondary weapon, the sticky bomb launcher, and fight primarily with the grenade launcher. While this is not necessarily bad, the sticky bomb launcher is incredibly versatile and the bots will drop them to retreat--a perfectly serviceable use, until you watch the bot forget about them entirely and come charging back at you. Through its own carpet of stickies. Stand just close enough, and Demoman bots will detonate their bombs as they approach, blowing themselves to kingdom come.

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** Demoman bots, alternatively, forget about their secondary weapon, the sticky bomb launcher, and fight primarily with the grenade launcher. While this is not necessarily bad, the sticky bomb launcher is incredibly versatile and the bots will drop them to retreat--a retreat — a perfectly serviceable use, until you watch the bot forget about them entirely and come charging back at you. Through its own carpet of stickies. Stand just close enough, and Demoman bots will detonate their bombs as they approach, blowing themselves to kingdom come.



*** They know how to sap, how to disguise, how to backstab, and how to use their revolver. In theory they should be able to operate loosely as their class profile dictates (the inability to cloak is of course an issue). In practice, Spies will sit in the spawn room as often as Snipers, if not more, wearing a mask but not actually moving. They also prone to spoiling their PaperThinDisguise, but that is simply because being convincing is difficult when they cannot attack. They also have very odd backstab usage rules, in that they will sometimes skip an obvious stab in favor of shooting, and sometimes forget that they have a knife at all.
*** If you set all bots to Spies on both teams they will completly ignore each other because they think they are all on the same team. [[https://youtu.be/H5SC8nparT8?t=23 Even if they are just leaving the enemy spawn]].

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*** They know how to sap, how to disguise, how to backstab, and how to use their revolver. In theory theory, they should be able to operate loosely as their class profile dictates (the (though the inability to cloak is of course obviously an issue). In practice, Spies will sit in the spawn room as often as Snipers, if not more, wearing a mask but not actually moving. They also prone to spoiling their PaperThinDisguise, but that is simply because being convincing is difficult when they cannot attack. They also have very odd backstab usage rules, in that they will sometimes skip an obvious stab in favor of shooting, and sometimes forget that they have a knife at all.
*** If you set all bots to Spies on both teams teams, they will completly ignore each other because they think they are all on the same team. [[https://youtu.be/H5SC8nparT8?t=23 Even if they are just leaving the enemy spawn]].spawn.]]



** The Dark Sims are meant to be ArtificialBrilliance, and for the most part they are -- they know exactly where you are and will usually hit you when you're moving. The Meat Sims are meant to be the absolute in ArtificialStupidity -- they're lucky if they hit you when you're standing still, and an explosive-centered game against a team of Meat Sims will invariably end with their team's score deep in the negatives. Unfortunately, "always hit" and "shoot to miss" mean "with bullets that hit almost instantly": rockets are slower. This means you'll run ''away'' from the Dark Sims' shots and ''into'' the Meat Sims'.

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** The Dark Sims are meant to be ArtificialBrilliance, and for the most part they are -- they know exactly where you are and will usually hit you when you're moving. The Meat Sims are meant to be the absolute in ArtificialStupidity -- they're lucky if they hit you when you're standing still, and an explosive-centered game against a team of Meat Sims will invariably end with their team's score deep in the negatives. Unfortunately, "always hit" and "shoot to miss" mean "with bullets that [[{{Hitscan}} hit almost instantly": instantly]]": rockets are slower. This means you'll run ''away'' from the Dark Sims' shots and ''into'' the Meat Sims'.



** They ''kinda'' know how to use the Dragon's proximity-mine secondary, but will only do so as a last resort when it's out of proper ammo. Not great, but workable -- but then they do the same with the Laptop Gun's sentry-mode secondary, which just plain doesn't work if you had no ammo when you deployed it.
** Then there's Elvis in the Single Player Campaign. While he can be helpful at times and can always pinpoint cloaked enemies, if he gets himself killed then you have to start the entire level all over again. Can be especially bad on Attack Ship, where he simply stands out in the open and fires while the enemies fire back and charge at him. It can be a struggle to keep him alive for the entire level, sometimes you'll have to charge in ahead of him and take the enemies out before he gets too close. Luckily he isn't in too many missions.

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** They ''kinda'' know how to use the Dragon's proximity-mine secondary, but will only do so as a last resort when it's out of proper ammo. Not great, but workable -- but then they do the same with the Laptop Gun's sentry-mode secondary, which just plain doesn't work if you had no ammo when you deployed it.
** Then there's Elvis [[EscortMission Elvis]] in the Single Player Single-Player Campaign. While he can be helpful at times and [[TheAllSeeingAI can always pinpoint cloaked enemies, enemies]], if he gets himself killed killed, then you have to start the entire level all over again. Can This can be especially bad on Attack Ship, where he simply stands out in the open and fires while the enemies fire back and charge at him. It can be a struggle to keep him alive for the entire level, sometimes you'll have to charge in ahead of him and take the enemies out before he gets too close. Luckily Luckily, he isn't in too many missions.



** In the original game, if you somehow manage to lure a merc into the water he'll just stand there, trying to fire his jammed gun ([[GoodBadBugs even if he's only knee-deep]]). You can keep throwing rocks at him until you get bored, and then leave him behind.
** ''VideoGame/FarCry2'''s AI has some interesting ideas about turrets and vehicles. When two AI characters are in a boat or truck with a mounted gun, and you kill the gunner, the remaining AI will stay at the wheel and keep coming straight towards you (as if the gunner were still there) while ignoring cover, even though it is completely defenseless while doing so. In the rare case that it survives long enough to actually reach you, it often just sits there at the wheel and looks you straight in the eye, waiting to be killed. Conversely, shoot out the driver and the gunner, rather than continuing to take advantage of the power of his soon-to-be-stationary machine gun, will immediately hop into the driver's seat himself, ''then get out of the vehicle entirely'' to go after you with his much less effective personal weapons. In general, the AI is a good case study showing why combat drones [[RealLife IRL]] still have human pilots. Another thing the AI does is to run into fires and burn to death, even those it started itself (and it is very good at setting fires to kill itself - try sniping into an airfield when an assassination mission takes you to it and see what happens not five seconds after the AI takes cover in the hangar). It also tends to stand behind partial cover, then start shooting at you when it has a minuscule chance of hitting you. By the time it has completely emerged from cover, it will need to reload. While it reloads, it does not move.

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** In the original game, if you somehow manage to lure a merc into the water water, he'll just stand there, trying to fire his jammed gun ([[GoodBadBugs even if he's only knee-deep]]). You can keep throwing rocks at him until you get bored, and then leave him behind.
** ''VideoGame/FarCry2'''s AI has some interesting ideas about turrets and vehicles. When two AI characters are in a boat or truck with a mounted gun, and you kill the gunner, the remaining AI will stay at the wheel and keep coming straight towards you (as if the gunner were still there) while ignoring cover, even though it is completely defenseless while doing so. In the rare case that it survives long enough to actually reach you, it often just sits there at the wheel and looks you straight in the eye, waiting to be killed. Conversely, shoot out the driver and the gunner, rather than continuing to take advantage of the power of his soon-to-be-stationary machine gun, will immediately hop into the driver's seat himself, ''then get out of the vehicle entirely'' to go after you with his much less effective personal weapons. In general, the AI is a good case study showing why combat drones [[RealLife IRL]] still have human pilots. Another thing the AI does is to run into fires and burn to death, even those it started itself (and it is very good at setting fires to kill itself - try sniping into an airfield when an assassination mission takes you to it and see what happens not five seconds after the AI takes cover in the hangar). It also tends to stand behind partial cover, then start shooting at you when it has a minuscule chance of hitting you. By the time it has completely emerged from cover, it will need to reload. While it reloads, it does not move.



** The allied AI is infamous for being downright stupid at times: In ''VideoGame/HaloCombatEvolved'' they had no concept of stealth, making otherwise very easy rooms of sleeping grunts annoying when they ran with guns a-blazing, waking up the aliens. From ''VideoGame/{{Halo 2}}'' onward, they [[OhCrap learned how to drive]]. AI drivers will run you smack into walls (leaving you completely vulnerable to tank fire), or careen straight off cliffs, or ensure completely avoidable rollovers happen... and AI gunners aren't much better, as they seem to be attempting to conserve ammo on a turret with BottomlessMagazines. So on single-player campaign mode, you have to drive for yourself, get out of the car, then gun for yourself unless you want to stick around a single map for half an hour. This is exactly why the entire series has co-op campaign.
** The dropships also seem to like dropping Warthogs on players sometimes. Most infuriating.

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** The allied AI is infamous for being downright stupid at times: In ''VideoGame/HaloCombatEvolved'' ''VideoGame/HaloCombatEvolved'', they had no concept of stealth, making otherwise very easy rooms of sleeping grunts annoying when they ran with guns a-blazing, waking up the aliens. From ''VideoGame/{{Halo 2}}'' onward, they [[OhCrap learned how to drive]]. AI drivers will run you smack into walls (leaving you completely vulnerable to tank fire), or careen straight off cliffs, or ensure completely avoidable rollovers happen... and AI gunners aren't much better, as they seem to be attempting to conserve ammo on a turret with BottomlessMagazines. So on single-player campaign mode, you have to drive for yourself, get out of the car, then gun for yourself unless you want to stick around a single map for half an hour. This is exactly why the entire series has co-op campaign.
** The dropships also seem to like dropping Warthogs on players sometimes. And, yes, we mean ''[[DeathFromAbove directly]]'' [[DeathFromAbove on top of players]]. Most infuriating.



** Despite the overall difficulty of ''Halo'' being quite high, the AI tends to be pretty stupid, relying more on numbers, superior weaponry, infinite ammo, vehicles, high damage resilience, improbably high accuracy, and level design in their favor to serve as a threat. Many enemies will not react at all to getting shot if you are not within a specific range or attack them from an area the developers probably didn't consider when programming the game. Most enemies don't react when their allies die near them (Grunts tend to be the exception, but their response is to run around in panic). On the other hand, they are often devastating once you walk into the programmed scenario they are waiting for.

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** Despite the overall difficulty of ''Halo'' being [[NintendoHard quite high, high]], the AI tends to be pretty stupid, relying more on numbers, superior weaponry, infinite ammo, vehicles, high damage resilience, improbably high accuracy, and level design in their favor to serve as a threat. Many enemies will not react at all to getting shot if you are not within a specific range or attack them from an area the developers probably didn't consider when programming the game. Most enemies don't react when their allies die near them (Grunts tend to be the exception, but their response is to run around in panic). On the other hand, they are often devastating once you walk into the programmed scenario they are waiting for.



*** Why single out the non-Spartans in ''Reach''? We're meant to assume that these soldiers, brought up from childhood in a military academy, can't drive any vehicle for cookies and their entire battlefield strategy is to walk left and right while shooting unlimited ammo at an enemy. If they weren't invincible they would be dead in seconds.

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*** Why single out the non-Spartans in ''Reach''? We're meant to assume that these soldiers, brought up from childhood in a military academy, can't drive any vehicle for cookies and their entire battlefield strategy is to walk left and right while shooting unlimited ammo at an enemy. If they weren't invincible invincible, they would be dead in seconds.



*** On the last level of ''Reach'', you're paired with Emile. Despite acting like a tough BloodKnight in cutscenes, in gameplay he's a lot more cautious, too cautious in fact. He's equipped with a shotgun but seems [[ShortRangeShotgun unaware of its range]], firing it from across the map as though he thinks it's a sniper rifle.

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*** On the last level of ''Reach'', you're paired with Emile. Despite acting like a tough BloodKnight in cutscenes, in gameplay he's a lot more cautious — too cautious, too cautious in fact. He's equipped with a shotgun but seems [[ShortRangeShotgun unaware of its range]], firing it from across the map as though he thinks it's a sniper rifle.



** In ''{{VideoGame/Halo 4}}'' it seems that allied AI has gotten even ''dumber'' since ''Reach''. [[KickThemWhileTheyAreDown Shooting at dead enemies]] was perfectly fine in previous games when they were shooting them after the fight is over, but now they're shooting at dead Covenant and Prometheans in the middle of a firefight and there are still half a dozen left firing at them. In vehicles they're even worse; their line of sight is smaller than Covenant AI in their own vehicles, allowing the latter to shoot at you without any response from allied AI until you drive closer, and they drive pitifully slow whenever behind the wheel, leaving you exposed should you be in the gunner's seat.

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** In ''{{VideoGame/Halo 4}}'' 4}}'', it seems that the allied AI has gotten even ''dumber'' since ''Reach''. [[KickThemWhileTheyAreDown Shooting at dead enemies]] was perfectly fine in previous games when they were shooting them after the fight is over, but now they're shooting at dead Covenant and Prometheans in the middle of a firefight and there are still half a dozen left firing at them. In vehicles vehicles, they're even worse; their line of sight is smaller than Covenant AI in their own vehicles, allowing the latter to shoot at you without any response from allied AI until you drive closer, and they drive pitifully slow whenever behind the wheel, leaving you exposed should you be in the gunner's seat.



** In the [[VideoGame/TimeSplitters first game]], AI had a nasty habit of running in circles till you shot it. Annoying when the enemy does it, downright infuriating when your team mates do it. Also, on custom maps featuring inaccessible weapon spawns, the AI characters would just run around in a vain attempt to access the secret cache. On custom maps featuring NO weapon spawns, the AI characters would not move AT ALL.

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** In the [[VideoGame/TimeSplitters first game]], the AI had a nasty habit of running in circles till until you shot it. Annoying when the enemy does it, downright infuriating when your team mates teammates do it. Also, on custom maps featuring inaccessible weapon spawns, the AI characters would just run around in a vain attempt to access the secret cache. On custom maps featuring NO weapon spawns, the AI characters would not move AT ALL.



** Bots in ''VideoGame/TimeSplitters2'' would ''never'' use their fists unless you turned weapons off entirely, they would rather waste time hunting for a harmless fire extinguisher to shoot you with instead.
** Bots also have no idea how to use the pistol-whipping/rifle-butting option that all guns come equipped with. Playing as a fireproof robot character against an army of highly flammable zombie enemies with no weapons but flamethrowers is masterpiece of VideoGameCrueltyPotential, as the zombies will crowd around you and futilely try to set your robot on fire, only to end up setting themselves and each other on fire instead.

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** Bots in ''VideoGame/TimeSplitters2'' would ''never'' use their fists unless you turned weapons off entirely, entirely; they would rather waste time hunting for a harmless fire extinguisher to shoot you with instead.
** Bots also have no idea how to use the pistol-whipping/rifle-butting option that all guns come equipped with. Playing as a fireproof robot character against an army of highly flammable zombie enemies with no weapons but flamethrowers is a masterpiece of VideoGameCrueltyPotential, as the zombies will crowd around you and futilely try to set your robot on fire, only to end up setting themselves and each other on fire instead.



** You will sometimes see such things as allied soldiers running directly into a wall repeatedly, or shooting at one for no apparent reason. The reason behind this is that the AI is programmed to move or shoot directly at enemy AIs, and seems to forget to account for intervening terrain. It gets worse on tiered battlefields, where your soldiers will cluster in an empty hallway because there's an enemy in the level directly beneath them.
** It's also ''very'' common for your A.I. teammates to [[TooDumbToLive walk directly into your line of fire]] ''while you're standing still,'' hurting your kill/death ratio by pretty much giving you a negative kill, and removing one unit from your team's reinforcements. If you intentionally moved behind them to shoot them in the back it'd be one thing, but your teammates being suicidally stupid by deliberately walking in front of you ''as you're clearly shooting an enemy'' is something else entirely. As a final insult, unlike in the [[StarWarsBattlefrontII second game,]] you can't turn Friendly Fire off in the first one.

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** You will sometimes see such things as allied soldiers running directly into a wall repeatedly, or shooting at one for no apparent reason. The reason behind this is that the AI is programmed to move or shoot directly at enemy AIs, and seems to forget to account for intervening terrain. It gets worse on tiered battlefields, where your soldiers will cluster in an empty hallway because there's an enemy in on the level directly beneath them.
** It's also ''very'' common for your A.I. teammates to [[TooDumbToLive walk directly into your line of fire]] ''while you're standing still,'' hurting your kill/death ratio by pretty much giving you a negative kill, and removing one unit from your team's reinforcements. If you intentionally moved behind them to shoot them in the back back, it'd be one thing, but your teammates are being suicidally stupid by deliberately walking in front of you ''as you're clearly shooting an enemy'' is something else entirely. As a final insult, unlike in the [[StarWarsBattlefrontII second game,]] you can't turn Friendly Fire off in the first one.



*** Sometimes indoor hallways become completely impassible as both sides' AI units just stand there filling them with grenades, re-spawning, and doing it again. An interesting experiment is to activate invulnerability and see how many enemies die by clustering around you and getting blown up by allied grenades.

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*** Sometimes indoor hallways become completely impassible impassible, as both sides' AI units just stand there filling them with grenades, re-spawning, and doing it again. An interesting experiment is to activate invulnerability and see how many enemies die by clustering around you and getting blown up by allied grenades.



** The main way of increasing difficulty levels in the first game is to deduct 50 points from your allies' [=IQs=]. Defending objectives? That's for squares! Win or lose, a higher-difficulty game will typically end with the player having scored upwards of 80% of the kills or capture points on his team -- occasionally, ''the player is the only one on the team with a positive score and would have been wholly better off playing alone''.

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** The main way of increasing difficulty levels in the first game is to deduct 50 points from your allies' [=IQs=]. Defending objectives? That's for squares! Win or lose, a higher-difficulty game will typically end with the player having scored upwards of 80% of the kills or capture points on his team -- occasionally, ''the player is the only one on the team with a positive score and would have been wholly better off playing alone''.



*** Same with two-seater ships like TIE Bombers, but there's another example involving those. If you get out of a TIE Bomber your co-pilot might follow you, but then get right back into the bomber and then take off, forgetting that the ship is capable of both braking and performing turns.

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*** Same with two-seater ships like TIE Bombers, but there's another example involving those. If you get out of a TIE Bomber Bomber, your co-pilot might follow you, but then get right back into the bomber and then take off, forgetting that the ship is capable of both braking and performing turns.



*** One of the most hilariously stupid AI actions in the game comes with the ability to perform evasive maneuvers in any flying vehicle. All too frequently, you'll see a [[FragileSpeedster scout fighter]] make a flawless bombing run against a [[NighInvulnerable capital starship]] while miraculously dodging huge amounts of [[BeamSpam flak]], pull up and begin to fly away... then for no discernable reason, do a barrel roll and turn 180 degrees, sending themselves [[HilarityEnsues full throttle into the enemy ship.]] This is actually possible to exploit by firing a missile at a fighter flying directly ''away'' from its parent ship; the fighter will loop backwards to break the lock and power straight into the huge star cruiser right behind it.

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*** One of the most hilariously stupid AI actions in the game comes with the ability to perform evasive maneuvers in any flying vehicle. All too frequently, you'll see a [[FragileSpeedster scout fighter]] make a flawless bombing run against a [[NighInvulnerable capital starship]] while miraculously dodging huge amounts of [[BeamSpam flak]], pull up and begin to fly away... then then, for no discernable reason, do a barrel roll and turn 180 degrees, sending themselves [[HilarityEnsues full throttle into the enemy ship.]] This is actually possible to exploit by firing a missile at a fighter flying directly ''away'' from its parent ship; the fighter will loop backwards to break the lock and power straight into the huge star cruiser right behind it.



*** The AI cannot use any transport ship at all in any capacity. Ideally they should fly in and land troops into the enemy ship. They can't do that. A decent tactic would be to use them as some sort of heavily armed fighter. Again, they can't do that. What they ''can'' do is fully load up the transport and then do nothing but fly around in straight lines like an idiot, unable to fire back as you get five easy kills from the incredibly slow transport.
** All enemy units are basically forced by the AI into a single, identical game-plan. The implications of this vary; sometimes it just means that the AI ignores things such as the Engineer's ability to supply health and ammo to himself and his comrades, but the majority of the time it means they will immediately plant themselves on the nearest turret and refuse to either get out when a nearby command post is threatened or even consider ''not'' taking the turret after the sixth time the player shot them out if it. This leads to things like Han Solo taking a seat behind a turret at Mos Eisley, shouting "NeverTellMeTheOdds" as you casually shoot him in the back.

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*** The AI cannot use any transport ship at all in any capacity. Ideally Ideally, they should fly in and land troops into the enemy ship. They can't do that. A decent tactic would be to use them as some sort of heavily armed fighter. Again, they can't do that. What they ''can'' do is fully load up the transport and then do nothing but fly around in straight lines like an idiot, unable to fire back as you get five easy kills from the incredibly slow transport.
** All enemy units are basically forced by the AI into a single, identical game-plan. The implications of this vary; sometimes it just means that the AI ignores things such as the Engineer's ability to supply health and ammo to himself and his comrades, but the majority of the time time, it means they will immediately plant themselves on the nearest turret and refuse to either get out when a nearby command post is threatened or even consider ''not'' taking the turret after the sixth time the player shot them out if it. This leads to things like Han Solo taking a seat behind a turret at Mos Eisley, shouting "NeverTellMeTheOdds" as you casually shoot him in the back.



** Most of the bots seem to choose [[GangUpOnTheHuman the human player as the primary target]], regardless of whether you pose a direct threat, or if they are even within attacking distance. While sniping, it isn't uncommon to see an enemy stop dead in the middle of a firefight, draw their sidearm and begin taking potshots at your position. Even shooting an AT-AT walker with a pistol will sometimes cause it to stop in its tracks, and slowly turn towards you (sometimes a complete 180) just to return fire, a reaction no one else on your team will garner even if they deliberately fire at it.

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** Most of the bots seem to choose [[GangUpOnTheHuman choose the human player as the primary target]], regardless of whether you pose a direct threat, or if they are even within attacking distance. While sniping, it isn't uncommon to see an enemy stop dead in the middle of a firefight, draw their sidearm sidearm, and begin taking potshots at your position. Even shooting an AT-AT walker with a pistol will sometimes cause it to stop in its tracks, tracks and slowly turn towards you (sometimes a complete 180) just to return fire, a reaction no one else on your team will garner even if they deliberately fire at it.



** Vehicles offer many new and fascinating ways for the AI to be stupid. Pilots on the Hoth level of the original Battlefront have been known to have their flights abruptly terminated by, say, the ceiling of Echo Base, which they drove into for no apparent reason (apparently thinking they've cleared it far sooner than possible with how far back the snowspeeders spawn in the hangar). Other times, the AI will abandon a nearly intact vehicle next to a hostile spawn point; respond to the Sabotage power in Galactic Conquest by driving off in a crippled vehicle rather than sitting on the repair droid that is ''right there''; ignore an unoccupied and intact enemy tank, when stealing it could provide a massive swing to your side; take several minutes to respond to your order to get in; sit there stupidly and get blasted into spare parts by an AT-AT; or use speeder bikes solely for transportation without realising that you can do a lot of damage with them by using their underslung blaster, which virtually never needs to recharge and deals a surprising amount of damage...or by running the enemy down, which does even ''more'' damage and takes no ammunition at all.
** AI Dark Troopers and Jet Troopers seem to use their jetpacks solely to fire at people from the sky, without using them to close with a spawnpoint or to escape an attack. Jet Troopers are even, worse, as they'll hover in place as long as their fuel lasts rather than thinking of moving about to make themselves harder to hit (Dark Troopers do this, though that's more a result of how its jump-jet works)
** Classes that carry Recon Droids like the Magnaguard and Imperial Officer often deploy them at the worst possible opportunities - usually when they're out in the open and under direct fire, thus their character is a sitting duck while they try to fly the droid around. Even if they aren't immediately killed, the AI only uses the droid to shoot at enemies with its extremely weak blaster, and never makes use of the more effective 'self-destruct' ability.
** If you play as the Ewoks on the Endor Hunt, the Stormtroopers struggle to hit you at close range, meaning so close you are literally touching them and they still can't hit you because they're programmed to shoot at a man sized target's chest but not to adjust if the target is half the normal size. They also can't hit you with their sniper rifle because the foliage seems to confuse them and make them simply stare at you, unable to do anything. In the same vein, if you decide to play Mos Eisley Hunt, you'll be pitting Tusken Raiders against Jawas. The Jawas will win almost every single time, because the Raiders cannot comprehend that Jawas are half the size of a normal human, and will consistently shoot over the Jawa's heads. It is possible to win as a Tusken Raider, but you're going to be doing basically all the killing.
* ''VideoGame/{{Painkiller}}'''s AI wasn't exactly what you'd call Mensa material to begin with, but the ObviousBeta expansion ''Painkiller Resurrection'' takes this trope UpToEleven, where enemies who can't deal with the erratic level design get hung up constantly on corners, curbs and other random bits of scenery as they try to charge the player.

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** Vehicles offer many new and fascinating ways for the AI to be stupid. Pilots on the Hoth level of the original Battlefront ''Battlefront'' have been known to have their flights abruptly terminated by, say, the ceiling of Echo Base, which they drove into for no apparent reason (apparently thinking they've cleared it far sooner than possible with how far back the snowspeeders spawn in the hangar). Other times, the AI will abandon a nearly intact vehicle next to a hostile spawn point; respond to the Sabotage power in Galactic Conquest by driving off in a crippled vehicle rather than sitting on the repair droid that is ''right there''; ignore an unoccupied and intact enemy tank, when stealing it could provide a massive swing to your side; take several minutes to respond to your order to get in; sit there stupidly and get blasted into spare parts by an AT-AT; or use speeder bikes solely for transportation without realising that you can do a lot of damage with them by using their underslung blaster, which virtually never needs to recharge and deals a surprising amount of damage...or by [[RammingAlwaysWorks running the enemy down, down]], which does even ''more'' damage and takes no ammunition at all.
** AI Dark Troopers and Jet Troopers seem to use their jetpacks solely to fire at people from the sky, without using them to close with a spawnpoint or to escape an attack. Jet Troopers are even, even worse, as they'll hover in place as long as their fuel lasts rather than thinking of moving about to make themselves harder to hit (Dark Troopers do this, though that's more a result of how its jump-jet works)
works).
** Classes that carry Recon Droids like the Magnaguard and Imperial Officer often deploy them at the worst possible opportunities - usually when they're out in the open and under direct fire, thus their character is a sitting duck while they try to fly the droid around. Even if they aren't immediately killed, the AI only uses the droid to shoot at enemies with its extremely weak blaster, and never makes use of the more effective 'self-destruct' ability.
** If you play as the Ewoks on the Endor Hunt, the Stormtroopers struggle to hit you at close range, meaning range; you can be so close that you are literally touching them and they still ''still'' can't hit you because they're programmed to shoot at a man sized man-sized target's chest but not lack the ability to adjust if the target is half the normal size. They also can't hit you with their sniper rifle because the foliage seems to confuse them and make them simply stare at you, unable to do anything. In the same vein, if you decide to play Mos Eisley Hunt, you'll be pitting Tusken Raiders against Jawas. The Jawas will win almost every single time, because the Raiders cannot comprehend that Jawas are half the size of a normal human, and will consistently shoot over the Jawa's heads. It is possible to win as a Tusken Raider, but you're going to be doing basically all the killing.
* ''VideoGame/{{Painkiller}}'''s AI wasn't exactly what you'd call Mensa material to begin with, but the ObviousBeta expansion ''Painkiller Resurrection'' takes this trope UpToEleven, where enemies who can't deal with the erratic level design get hung up constantly on corners, curbs curbs, and other random bits of scenery as they try to charge the player.



* ''VideoGame/{{Metro 2033}}'': Fascist soldiers have an excellent awareness of cover. They'll duck, hide, peek around before stepping out and will call to each other. Unfortunately this often happens ''on the wrong side'' of what they've chosen to hide 'behind'.
* Every Creator/TomClancy first-person shooter game, such as ''VideoGame/GhostRecon'' and ''VideoGame/RainbowSix'' has often required the player to pull his own weight in a firefight, since the squadmates were often incompetent.
** The ''Rainbow Six'' AI was able to generally avoid this because ''you'' tell it where to go before actually entering the level, but it still has its hiccups. In the first game in particular it will often get caught up on walls no matter how well you've placed the waypoints. In ''Rainbow Six 3: Raven Shield'', a fireteam left in a corner under AI control will inevitably cover ''the wall'' instead of the wide open room around them.
** Also in ''Rainbow Six 3'', a terrorist in an entirely different room is liable to hear your footsteps through the wall (bad enough already) and then proceed to throw a grenade. At the wall. Right next to them.

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* ''VideoGame/{{Metro 2033}}'': Fascist soldiers have an excellent awareness of cover. They'll duck, hide, peek around before stepping out out, and will call to each other. Unfortunately Unfortunately, this often happens ''on the wrong side'' of what they've chosen to hide 'behind'.
* Every Creator/TomClancy first-person shooter game, such as ''VideoGame/GhostRecon'' and ''VideoGame/RainbowSix'' ''VideoGame/RainbowSix'', has often required the player to pull not only his own weight in a firefight, but everyone else’s as well, since the squadmates were often incompetent.
** The ''Rainbow Six'' AI was able to generally avoid this because ''you'' tell it where to go before actually entering the level, but it still has its hiccups. In the first game in particular particular, it will often get caught up on walls no matter how well you've placed the waypoints. In ''Rainbow Six 3: Raven Shield'', a fireteam left in a corner under AI control will inevitably cover ''the wall'' instead of the wide open wide-open room around them.
** Also in ''Rainbow Six 3'', a terrorist in an entirely different room is liable to hear your footsteps through the wall (bad enough already) and then proceed to throw a grenade. [[ExplosiveStupidity At the wall. Right next to them.]]



** In ''Ghost Recon: Advanced Warfighter'', support choppers will wander into enemy hot zones and get ventilated by AAA fire, your teammates will bum rush the enemy in attack mode, and NPC's wielding the rocket launcher tend to [[ExplosiveStupidity frag themselves]] on obstacles.

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** In ''Ghost Recon: Advanced Warfighter'', support choppers will wander into enemy hot zones and get ventilated by AAA fire, your teammates will bum rush the enemy in attack mode, and NPC's [=NPCs=] wielding the rocket launcher tend to [[ExplosiveStupidity frag themselves]] on obstacles.



** The game has decent enemy AI. However, enemies will only shoot at you if they are on the same elevation as you or close to it, so if you are a bit too low to them or too far up, they will move closer to you in order to get a better shot, even though there is nothing blocking their line of fire. This also gets worse if you park yourself on a stairwell since the AI will not even bother to shoot at you, even if you are less than a foot away. Because of this exploit, it can lead to an AntiClimaxBoss against Xenia, where you can shoot parallel to the bridge as she crosses it and she won't attack until she gets across the bridge and you can kill her before that happens.

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** The game has decent enemy AI. However, enemies will only shoot at you if they are on the same elevation as you or close to it, so if you are a bit too low to them or too far up, they will move closer to you in order to get a better shot, even though there is nothing blocking their line of fire. This also gets worse if you park yourself on a stairwell stairwell, since the AI will not even bother to shoot at you, even if you are less than a foot away. Because of this exploit, it can lead to an AntiClimaxBoss fight against Xenia, where you can shoot parallel to the bridge as she crosses it and she won't attack until she gets across the bridge bridge, and you can kill her before that happens.



** One very common mistake (and often the only reason you're able to take them down in higher difficulty levels) is using cover from irregular-shaped objects or structures of the wrong size, which often leads to an entire squad of Replicas either with their bodies half-exposed or hitting their own cover while trying to shoot from their positions. And they don't always move when injured, meaning you can kill a Replica by gunning it from afar with the RPL, ''and he will not move to protect himself properly''. That's not to mention the fact that they don't take explosive props into account at all - a perfect strategy to deal with groups is to lure them into a place you've cleared and let a barrel/extinguisher/fuse box behind. When they come, shoot the prop. [[TotalPartyKill Instant squad kill]].

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** One very common mistake (and often the only reason you're able to take them down in higher difficulty levels) is using cover from irregular-shaped objects or structures of the wrong size, which often leads to an entire squad of Replicas either with their bodies half-exposed or hitting their own cover while trying to shoot from their positions. And they don't always move when injured, meaning you can kill a Replica by gunning it from afar with the RPL, ''and he will not move to protect himself properly''. That's not to mention the fact that they don't take explosive props into account at all - a perfect strategy to deal with groups is to lure them into a place you've cleared and let a barrel/extinguisher/fuse box behind. When they come, shoot the prop. [[TotalPartyKill Instant squad kill]].kill.]]
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** Apparently, Combine soldiers will only fire at you if they can see your head, meaning [[ConcealmentEqualsCover any object between your head and a Combine soldier acts as cover]], ''even a tin can held in front of you''.

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** Apparently, Combine soldiers will only fire at you if they can see your head, meaning [[ConcealmentEqualsCover any object between your head and a Combine soldier acts as cover]], cover, ''even a tin can held in front of you''.
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** Apparently, Combine soldiers will only fire at you if they can see your head, meaning [[ConcealmentEqualsCover any object between your head and a Combine soldier acts as cover]], ''even a tin can held in front of you''.
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** It's also ''very'' common for your A.I. teammates to [[TooDumbToLive walk directly into your line of fire]] ''while you're standing still,'' hurting your kill/death ratio by pretty much giving you a negative kill. If you intentionally moved behind them to shoot them in the back it'd be one thing, but your teammates being suicidally stupid by deliberately walking in front of you ''as you're clearly shooting an enemy'' is something else entirely. As a final insult, unlike in the [[StarWarsBattlefrontII second game,]] you can't turn Friendly Fire off in the first one.

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** It's also ''very'' common for your A.I. teammates to [[TooDumbToLive walk directly into your line of fire]] ''while you're standing still,'' hurting your kill/death ratio by pretty much giving you a negative kill.kill, and removing one unit from your team's reinforcements. If you intentionally moved behind them to shoot them in the back it'd be one thing, but your teammates being suicidally stupid by deliberately walking in front of you ''as you're clearly shooting an enemy'' is something else entirely. As a final insult, unlike in the [[StarWarsBattlefrontII second game,]] you can't turn Friendly Fire off in the first one.
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** It's also ''very'' common for your A.I. teammates to [[TooDumbToLive walk directly into your line of fire]] ''while you're standing still,'' hurting your kill/death ratio by pretty much giving you a negative kill. If you intentionally moved behind them to shoot them in the back it'd be one thing, but your teammates being suicidally stupid by deliberately walking in front of you ''as you're clearly shooting an enemy'' is something else entirely.

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** It's also ''very'' common for your A.I. teammates to [[TooDumbToLive walk directly into your line of fire]] ''while you're standing still,'' hurting your kill/death ratio by pretty much giving you a negative kill. If you intentionally moved behind them to shoot them in the back it'd be one thing, but your teammates being suicidally stupid by deliberately walking in front of you ''as you're clearly shooting an enemy'' is something else entirely. As a final insult, unlike in the [[StarWarsBattlefrontII second game,]] you can't turn Friendly Fire off in the first one.
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** It's also ''very'' common for your A.I. teammates to [[TooDumbToLive walk directly into your line of fire]] ''while you're standing still,'' kill/death ratio by pretty much giving you a negative kill. If you intentionally moved behind them to shoot them in the back it'd be one thing, but your teammates being suicidally stupid by deliberately walking in front of you ''as you're clearly shooting an enemy'' is something else entirely.

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** It's also ''very'' common for your A.I. teammates to [[TooDumbToLive walk directly into your line of fire]] ''while you're standing still,'' hurting your kill/death ratio by pretty much giving you a negative kill. If you intentionally moved behind them to shoot them in the back it'd be one thing, but your teammates being suicidally stupid by deliberately walking in front of you ''as you're clearly shooting an enemy'' is something else entirely.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** It's also ''very'' common for your A.I. teammates to [[TooDumbToLive walk directly into your line of fire]] ''while you're standing still,'' kill/death ratio by pretty much giving you a negative kill. If you intentionally moved behind them to shoot them in the back it'd be one thing, but your teammates being suicidally stupid by deliberately walking in front of you ''as you're clearly shooting an enemy'' is something else entirely.

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