MVM Mission Making Tutorial Clip 21: Impact of skill level on robot behaviour.

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Team Fortress 2
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Robots can be assigned 4 skill levels, and each has an impact on their aim and their reaction times.
Easy Robots react slowest and have the most aim delay.
Expert Robots react very quickly and have essentially no aim delay.
Large groups of robots and early wave (1-3) robots are best set to skill easy.
Easy Scouts are rather managable as most of the time they miss but as you up their skill they get much harder to manage. Scout can do 105 damage point blank and with 5 of them that can quickly lead to deaths if the team doesn't have bullet resistance.
Soldiers are a weird case as easy soldiers can be just as hard as hard skill soldiers due to the fact that they don't aim for the feet and their aim delay means their projectiles are harder to predict.
Easies are good for bombarding a location and making it harder to dodge.
Hards are more precise and tend to be better for more focused damage.
Pyros as their skill increases the likelihood of airblasting increases.
Easys don't, Normals do, Hards do it almost all the time, Expert always airblasts when it has an opportunity to.
Easy demomen are similar to easy soldiers where their aim makes them, particularly their rollers more unpredictable. Higher skills account for pipe arch but can easily be beat out by just circling them.
Easy heavies are generally not an issue if you don't sit still but as you increase heavies skill their mighty damage output becomes much more readily apparent. Hard heavies are notoriously tough even in small groups.
Bowmen are natively set to hard and you can see why as at lower skills they tend to just miss completely.
Last is an expert skill SMG sniper from my templates. Rapidfire hitscan weapons like smgs and pistols tend to be quite unamagable at high skills. You should almost always set them to easy skill if they are not a giant. Giants are expert skill in the majority of cases.

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