So I know I'm not a QA tester or member of the supporters or Dev team or whatever, so this is probably just a shot in the dark, but a shot I'm taking nonetheless in hopes this reaches the right people, and maybe my concerns may be addressed. Also, this revolves around both the current published version on Steam and the playtest build with all the new features, and I'll be focused on the playtest build since I'm playing that currently, and I think it's more relevant to the team and stuff.
Ok, so I've been really enjoying the new UI with Instant Action and Campaign, as I really am a sucker for this niche of tac solo shooter. However, I do have a few things in mind for the AI of the campaign, and just AI in general on the new-ish build. Let me preface this by saying so far, everything has been a huge improvement from the base game to the playtest build, from seeing my ammo left in a mag, seeing my squadmates, and just all the QOL improvements made thus far. One thing I've been noticing as I'm playing through the campaign is that the AI for my teammates is a bit... dumb? In the first part of the campaign, well, obviously, it's solo, so no teammate AI. Second was less obvious with just the sheer amount of teammates, but it was ever so present, and it really reached a breaking point for me on the third and final part of this campaign. As a singular squad against a horde of enemy AI, it's key that all members of said squad are present and actively contributing to the goal of capturing points, eliminating hostiles, and advancing right? That's just not the case for the AI, I guess. When the game starts, I immediately see half the squad spawns at the HQ, while the other half and I spawn at the objective. I wouldn't be too against that since it's part of the strategy of having a vehicle to assist the push. But that's the thing. What push? The AI that spawns in HQ gets into an LAV and drives into a concrete barrier inside spawn. Can you guess what happens? Nothing. The AI are-