Reaction time
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1 second
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0.50 seconds
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0.30 seconds
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0.20 seconds
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Time until bot reacts to a player entering its field of view
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Aiming interval
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0.25 seconds
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0.10 seconds
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0.05 seconds
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How often the bot adjusts their aim. Spies are always forced to Normal skill level
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Grenade Launcher/Stickybomb Launcher aim
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Vertical compensation: Yes
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Compensates based on tf_bot_ballistic_elevation_rate . Does not compensate based on projectile speed. Does not compensate on Loose Cannon at all.
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Huntsman aim
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Vertical compensation: No Aims for headshot? No
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Vertical compensation: Yes Aims for headshot? Only close range (150 Hammer units)
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Vertical compensation: Yes Aims for headshot? Always
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Aims based on the console command tf_bot_arrow_elevation_rate
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Rocket Launcher aim
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Always aims at the enemy's center
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Aims at the target's feet if they are further than 150 Hammer units away. Aims at head if closer than 150 Hammer units
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Bots with the Direct Hit or Cow Mangler 5000 always aim at the body
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Sniper Rifle aim
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Always aims for body
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Aims between the head and center
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Always aims for the head
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N/A
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Reacting to quiet weapons† within a radius of 500 Hammer units
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10% chance
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30% chance
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60% chance
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90% chance
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100% chance up to 3000 Hammer units (based on tf_bot_notice_gunfire_range ) for loud weapons. Quiet weapon radius based on tf_bot_notice_quiet_gunfire_range
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Prioritizes Medic over healing target?
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No
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50% chance
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Yes
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N/A
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Considers Medics, Engineers, and Snipers beyond 500 Hammer units a threat?
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No
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Yes
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Other enemies further than 500 Hammer units are considered lower priority threats
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Dodging skills
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Never attempts to dodge
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Dodges when holding a damage-dealing weapon
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Never dodges if the bot is in a hurry, under the effect of any ÜberCharge, taunting, zoomed in as Sniper, spun-up as Heavy, or charging up a Huntsman arrow. Additionally, Engineers never attempt to dodge
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Avoids running into enemies?
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No
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Yes
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Usually only used by Spy bots to avoid bumping into enemies while cloaked
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Chance to airblast
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0% chance
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50% chance
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90% chance
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100% chance
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Used for both reflecting projectiles and pushing players away
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Disguise choice
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Random class
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Random member of the enemy team's class
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N/A
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Disguise behavior
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Looks towards enemy players when in view
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Avoids looking at enemies
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Attempts to backstab?
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Always attempts to backstab players, even if enemy is facing the bot
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Only backstabs if the enemies are turned less than 45 degrees away
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Only backstabs if the enemies are turned less than 78 degrees away
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Only backstabs if a backstab is possible on the enemy
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Switches to secondary?
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No
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Scouts switch away if primary is empty Soldiers switch away if primary is empty and enemy is closer than 500 Hammer units Snipers switch away if enemy is closer than 750 Hammer units Pyros switch away if enemies are further than 750 Hammer units, unless the enemy is a Soldier or Demoman
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Retreats to reload?
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No
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Yes
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Only if the bot's AI has no other input about retreating. Bots never retreat to reload if they are under the effect of an ÜberCharge
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Chance to roam far away when defending control point?
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10% chance
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50% chance
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75% chance
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90% chance
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Bots only roam if there is enough time left on the clock (determined by tf_bot_defense_must_defend_time )
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Attempts to block the capture of a control point?
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No
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Yes
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N/A
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†A list of quiet weapons can be found below
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