This AI scavs have aimbots lately, just after the update when they removed the Christmas event. I've been one tapped by scavs(not a boss scav) on my runs on interchange and shorline. They have laser beam like 100+ meters with poo bullets that just goes through my level 4 helmet or straight to the eyes. What is this? new feature? I'm like getting fully geared and just being one tapped by a Scav
Tarkov has always had this type of issue, but I'm sure in time they will adjust the behavior of the scavs so that they made be a bit more realistic. (AI shooting at dark places because they don't know if someone is actually there, scaring them and having them run away, etc.)
Spotting someone from 100 meters away in the dark is shitty, one tapping with buckshot is more shitty. I found it best to tease scavs. Don't over expose yourself, land your shots regardless if they'll kill, and never underestimate them.
I see you havent been playing long. The ai used to be far harsher, they nerfed them hard because of newbies crying about it and they recently buffed them back a little but they are still pretty weak. It used to be fairly regular to come across a dead full kit pmc killed by a scav.
Scavs are meant to be a threat, not free loot and an alarm system to let other players know where you are.
And well they are literally bots, so ofc they have bot aim. Its just rng chance for them to hit you or not, and which part of you they hit.
Some of the scavs actually have more health and are programed to be better shots. This was added to the game in a recent patch. That's why sometimes you will run into a scav that seems to just soak up bullets.
Dunno but on woods it is the same problem, i couldnt kill a scav without him black outing a body part of mine. I began to use the Surv12 Kit on Woods and Shoreline, because it wasnt possible to kill a Scav without nearly dying.
I feel like, if the map is wide open with alot of open terrains, Scav get a bonus in shooting. For example Scavs on customs give you 2-5 seconds till they shoot, woods and shoreline is 0-1 Seconds, either they shoot instantly or they shoot instantly... no way around.
I've had the opposite experience. They seem half oblivious most of the time. But then, I'm aware of where they spawn in and so I don't go sprinting into their zones-- that's honestly part of your problem I'd wager.
I find they'll shout out when they see you, giving you a solid second or two to react and start finding cover or simply shoot them. They often miss their first few hits, and my armor tends to deal with the rest of it. I've yet to square off against a Vepr Hunter scav with M61 though.
I did go over a hill earlier in Shoreline and meet two Scavs at close range when I had a scoped gun, blacked out my stomach and arm and I could have died if a PMC came along-- but then, that's partially my fault. The gun I had wasn't good for close quarters. You can't be a jack of all trades really. A lot of the time I have the backup close quarters scope to switch to but I forgot to add it to that gun. Is what it is. The only reason my stomach got blacked out is because I was doing the task where you need to kill Scavs while wearing UNTAR armor. Typically I'm wearing Class 5 armor.
The game isn't being balanced for solo play, and I think that's also a big consideration. The AI they have specifically stated is balanced towards people playing in groups. That said, I find it entertaining and challenging as a mostly solo player. If they nerfed the AI anymore they would be irrelevant-- although sure, I do see the argument against having them load in with M61 and similar ammunition. Especially considering how hard it is for me as a PMC to get M61 rounds. ( If you compare how much you can get from Red Gunpowder in *other* recipes, which is about 80k per Gunpowder, the craft for M61 rounds works out to be roughly 6000 rubles per round. It also takes 16 hours. )
You should focus on playing some offline raids and learn the AI behavior a bit more, try to have a map up showing where the scavs spawn. It should be pretty damn hard to get caught offguard by them. Even the scenario I gave where I got my stomach blacked out-- I *knew* Scavs spawned there, I just didn't expect them to be so close to where I was. I shouldn't have just sprinted over the hilltop, I should have approached more carefully because of that bit of map knowledge I had.
I dunno man. I see plenty scavs. I've killed hundreds of them this wipe according to my stats. For me personally dealing with the AI are simple enough. I've been shot at by Scavs from Scav Island like you suggested but I always run a scoped gun on Shoreline so it wasn't a problem. I also learned that they only shoot if you're on the beach itself. I usually use M80 rounds as well and three rounds to the thorax definitely kills them. I never see random scavs in Class 5 armor anyway, and while Scavs stats do vary, their base healthpools don't appear to change much from my experience. Apart from bosses of course, but they're not exactly bullet sponges either. I've managed to snag me a Killa kill this wipe, and killed Tagilla twice and he was pretty easy to be honest.
But I'm seeing a bit of a contradiction here, right, because you're saying that simply increasing their HP is a bad way to create difficulty, but then you're also complaining about how fast they target and the range at which they shoot you, which would be more nuanced ways to increase difficulty instead of simply raising HP pools.
Well I'm just saying it's not really a fair criticism, as they've always said they're designing it with squads in mind. It's as advertised. I'm not saying you're wrong, as it's your opinion, but it's a bit of a waste of breath is all?
As others have said, this isn't anything new per se, but I'll even go out on a limb and say the night vision crap got buffed quite a bit. At least it feels like it. I was looting the stash at military gate on customs and had a scav patrolling around the broken fence to the little watchtower. Even though I had the tree squarely between his LOS and me, he stopped, dove to the ground and peppered me with 3 for 3 shots from 100m+ away with a stupid shotgun in the middle of the night. If I didn't have NVGs on I'd of had no idea where the hell the shots were coming from since it wasn't either of the regular snipers.
I have no problem with the aim like others have said, but the night vision without night vision needs to go pronto. Occasionally they give the snipers NVGs and then it makes sense when they pull off the 200-300m shots on you when you're in the bushes. Other than that, it's just lazy aimbots for "challenge." Not all, because there's the random level going on, but happens enough to piss you off from time to time.
Gamers are increasingly calling out aimbots in both casual and competitive gaming. In some cases, the use of aimbots during high-profile tournaments has resulted in legal action. So, why are aimbots that controversial?
Usually, players need to move a cursor with their mouse or controller stick to take aim at opponents; a direct hit, or the damage a hit does, depends on your accuracy. When you use an aimbot, the program does all the aiming for you. Since the program does some quick math to target opponents, each shot you fire will always land.
As of 2022, there are no federal laws against using aimbots in esports. Still, some high-profile gaming events take legal action against cheating players, which often results in lifetime bans from their accounts and future tournaments relating to the game they cheated in.
The bans are often applied case-by-case and can either be temporary (up to 30 days) or permanent. For instance, Epic Games issues permanent bans to players who are caught cheating in Fortnite. Consequently, countless players and several high-profile gamers have been banned from Fortnite for using third-party software hacks.
Play competitive videogames long enough and you'll eventually run into some yahoo who's clearly using an aimbot to automatically line up perfect shots. It turns out you can cheat in real life, too. YouTuber Shane Wighton of Stuff Made Here has taken things to the next level with an IRL aimbot bow and arrow that can bullseye a LEGO man or moving target from about ten paces.
Inspired by his wife, who did archery growing up, Wighton (who did not) wanted to make an automatically aiming bow that would be able to compete at a meaningful level with a relatively accomplished human. Though bows have been around for centuries, they're deceptively tough instruments to master, requiring a lot of strength, precision, and at least an intuitive understanding of physics and energy dispersal.
Wighton, who also brought us the basketball hoop that never lets you miss a shot, started out with some simple aiming software and a relatively basic arm-mounted robotic bow that moved on both its X and Y axis, along with a bowstring that automatically released upon pressing a button. Wighton puts it, though, it amounted to a "crappy, heavy bow."
So Wighton used eight OptiTrack cameras placed around his workshop, which track the location of markers placed on the target and on the front of the bow and the grip. While the robot helped Wighton get a slightly better aim on stationary targets, he also repeatedly punched himself in the face from the force of the bowstring.
Wighton figured out that one of his biggest issues was using a recurve bow (the modern version of a standard bow) versus a compound bow (the mechanical 3-shaped bow the Crysis guy loves to use) which gives you greater mechanical accuracy. Immediately, Wighton's aimbot seemed to agree more with the mechanical precision of a compound bow, easily hitting stationary targets. Wighton's other issue came down to old fashioned physics: how to properly track a moving target's arc and when to release an arrow so it connects. After weeks of working on his program's code, Wighton had perfected his (robot's) shot.
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