Analyzing the AI of ops in all 3 games
Gw1
Foot soldier: Uses stink grenades frequently and fires zpg at the player. Can use rocket jump to get to tall places unlike later installments he'll use thia to get to player areas and rain down from above for a while or attack players. Focuses players over garden.
Engineer: rarely sneaks off to build a teleporter, will throw stuns at close enemies. Will ocassionally jackhammer into battle. Never uses drones. Bizarrely he ocassionally taunts.
Scientist: commonly warps to get closer. Puts down heal station at low health and near low enemies but rarely uses it themselves. Will throw sticky balls sometimes. A menace to society as he uses warps to terrorize pots with his goo blaster.
Allstar: Doesn't use shields or tackle and rarely uses imp punt. Strnagely he will taunt such as a thumbs up or point before using imp punt even in hard difficulty. Some of us wanted a delay before imp punt and its used by AI in ops oof.
Gw2 in order of appearance
Foot soldier: stays back a bit but can move in. Ocassionally rocket jumps but never really takes the high ground as he quickly gets off rooftops. He will ocassionally zpg or throw his stink grenades at players or pots if he doesnt find players.
Shame that he doesn't utilize roofs more. Especially since the AI teamates for corn and soldier in ops can stay on the rooftops a bit longer. He seemed more consistent with jumps in gw1 and in gw2 he doesn't really use them well. Most likely can be attributed to 2's lowered jump height.
Another strange factor his that his stink cloud is much smaller like super stink yet it doesnt damage me inside of it. Really just blocks vision.
Deadbeard: Travels among the general pack and snipes from afar but will shotgun if too close. He occasionally uses his barrel but no other abilities as ones a drone and the cannon would've melted players or the garden. Strangely the champion deadbeards use cannons though.
Engineer: Occasionally starts using his jackhammer but often just fires concrete at the player. Can rarely wander off and create a teleporter in the distance. Never uses bolt blaster but will ocassionaly throw stun grenades at players who get close.
Bolt blaster would've probably been too powerful on crazy and shredded a team instantly.
Scientist: Very rarely throws stickies. Will not shoot if enemies are too far away. Will heal any injured ally near them and stick with them until they are fully healed. Will pelt players relentlessly otherwise. I've never seen him warp in the games i played for this, maybe its to balance out how much he values healing allies now and that superbrainz is the highly aggresive in your face character who targets pots now.
Superbrainz: More unique in that he arguably uses every ability to its best.
He can use his high jumps to easily clear terrain and purposely targets players. He will use his beam if out of range and he can use his ultra ball at any time. Can kick and use twister when near plants. He also specifically targets pots above all even if near a player he will focus a potted plant and punch them until they fall.
All star: tries to back away from player and shoot at them. Rarely uses imp punt but not other abilities from what i've seen.
He no longer taunts before using im punt now.
Zmech and imp: imps spawn in but immediately summon their mechs. Will occasionally fire missilies upon reaching enemies and can stomp if enemies get to close. Will always go down with the ship.
Imp alone will not call mechs but rarely use gravity grenade and use impkata frequently.
Peashooter: attacks players and will ocassionally use both hyper and bean bombs. Wont jump to high ground with hyper and will never use Pea Gatling.
Cactus: stays back and snipes however if you get to close she'll lay a mine. Will never use her other abilities. Will try to get farther away from players if approached.
Rose: Will engage players directly and try to snare them. Will rarely use goatify. From what i've seen none have used their arcane enigma even in danger.
Sunflower: Engages players but stays among the general pack. Will heal any injured plants and stay with them until fully healed. Will plant heal flowers at low health that can remain after death.
Strangely sunflower can actually use her turret mode although she sways slightly side to side rather than immediately melt you. Uses it for mid range to long attacks.
Chomper: Targets bots and players relentlessly much like Superbrainz however chomper will never plant spikeweeds. He will goop enemies occasionally and rarely uses burrow to get closer if far away.
He can't instavanquish through chomps since that whould've made ops near impossible even on lower difficulty.
Spikeweeds are weird since they don't do anywhere near the damage of a potato mine. It's most likely since they hold the player in place you would've been swarmed by weeds and beaten to death on top of the 50 damage.
Citron: Will fight enemies upclose and will activate his shield after a small amount of damage and at low health will attempt to fire and empeach.
Kernel corn: Will rush players yet only use his shuck shot ability.
I assume he only uses shuck shot since every other ability would've shredded players and the garden especially multiple airstrikes at once.
None of the AI taunt in gw2 from the games ive played and there were plenty pots/bots to conquer.
Bfn
Imp: shoots at players if they're near but mainly focuses garden. Will occasionally use impkata and rarely gravity grenade.
Foot soldier: same as gw2 yet he focuses doesn't use rocket jump as much.
Electric slide: rarely uses outta fight mainly to approach or slightly back off. Will rarely use funky bouncer and use disco tornado but will only detonate once an enemy touches it. She focuses players and fight them at close range.
Superbrainz: rarely uses abilities aside from hyper jump thump and instead of terrorizing pots and players above all else he instead decides to bulldoze the garden.
80s action hero: Uses dynamite dodge if too close and will shoot at players but mainly focus on the garden. Rarely uses rocket ride and cant miss ile.
Scientist: fights from a distance and warps frequently. Will heal if near injured ally. Occasionally throws sticky Healy thing.
Allstar: attacks garden and frequently plants shields. Will use imp punt and tackle rarely with no taunt signal.
Space cadet: attacks garden and pots: rarely uses big bang beam but will frqeuntly use crater maker.
Deadbeard: stay back and snipes but wiol shotgun if too close. Will use anchors away but like foot soldier never takes advantage of it. Occasionally uses barrel blast. Never use drone.
Engineer: will attack about anything and will frequently throw stuns. Will place heavy helper down occasionally. Never saw double time.
Haven't seen space station.
Plants
Peashooter: can now use gatling but hardly ever uses bean bomb bomb or pea suped
Sunflower: heals and drops sun at low health but never sunbeams me.
Chomper: fires ranged shots unless extremely close. Burrows rarely and still uses goop. Never fires a spikeweed.
Cactus: uses her auto fire mode frequently and rarely snipes at all. Can plant mines and uses alarcity. Stays on roofs more compared to others.
Rose: uses enigma and goatify. Havent gotten jinxed in the games inplayed.
Corn: can now use all abilities.
Citron: shields rarely and uses beam and peach frequently.
Snapdragon: most frequently uses swoop slam and blue blazes when farther away. Rarely uses blazing trails. Uses range primary only when necessary.
Nightcap: Will use shadow sneak if injured. Can use casting shadows to mainly slow enemies. Will activate Fung Fu when near players
Acorn: will dash away of too close and occasionally fire sap trap.
Oak: will use traps and rolls against enemies and spare acorns can join him.
Enemies ocassionally taunt after defense spawnables vanquish noticeably all star and engineer.
I think I like gw1 foot soldier the most as utilized jumps the best.
Engineer in both gw's feels a bit more agrresive and the teleporters are more useful to his aide than the heavy helper.
Gw1 sxientist is probably my favorite with bfn in second since gw1 uses the warps much more aggresively.
Allstar is bizarre. He uses his abilities more in bfn but his gw counterpart is more of an actual threat.
Gw2 deadbeard is superior since he can actually end your life with little effort. The sniping changes have obliterated sniper AI since they dont charge anymore and only deal like 7 damage.
Gw2 superbrainz felt more dangerous with the jumps and aggression. His laser is also more consistent and famaging than bfn's fists which never gets charged and the shield is more annoying than terrifying.
Z mech in 2 just seems more aggressive and a threat. Why does the bfn mech keep shooting even when entering its explosion animation popcap? I miss when zmech actually had an explosion that was cool.
Gw2 peashooter just seems more competent aince while bfn does have Gatling its damage is meh and the hyper bean bombs are crazy threat on harder difficulties in the first few waves.
Gw2 sunflower was just deadlier and i wonder why they removed the beam attack in bfn and her heal flower is used much more than sunny side up.
Both chompers are annoying but i think bfn chomper takes the crown beacuse of those stupid slobber shots he spams no matter what.
Gw2 cactus for similar reasons to dead beard also bfn cactus doesnt really snipe as she often just auto fires.
Bfn rose uses all her abilities even if she spams goatify way too much as its more of a time waster than a threat. Wish she would use jinx more.
Bfn corn uses every ability so he edges out here.
Gw2 citron used his shield better and ge will melt you with Empeach and unlike bfn he's a threat at any range.
One thing that i noticed quickly was that gw1 and 2 AI classes against bfn's is that the gw AI is much more aggresive against the player.
What I mean is that the Classes rarely attack the garden, yeah they'll attack pots if they're too close or are gw1 scientist/superbrainz but otherwise they'll chase the player specifically to the ends of the map above all else as they don't care about the garden really. Even if you break line of sight they will try to get around to where you are and attack rather than simply leave. They'll patrol a set area if dealing with a burrowed chomper.
Even bosses will attack the garden if you get too far compared to classes.
However in bfn the AI classes keep attacking the base above all else. Even at a small distance away such as the blue building doorway at rocky flats they just forget that you exist. Keep in mind that this is in the game with the most base health so did they do this so the base would actually be damaged against its massive health bar. Seriously what is that health. In both gw games leaving one enemy was going to chip down its health yet in bfn you can have 8 smacking down before its an issue.
More so why is the base health so high in bfn yet enemy damage and agression towards players so low.
Why is damage the equivalent of getting hit by a soggy chicken sandwhich when you can't even truly die in ops. Attacks that were near fatal in gw are slight breezes in the wind in bfn.
Just go away from the base and snipe and you've practically won since they'll never target you enough.
Why where they afraid of making ops difficult and not spammy.
Tldr gw AI functions like this to the player: