Insurgency: Sandstorm

Tactical Bots for Insurgency: Sandstorm

Released (updated ago). Ranked 39 of 140 with 8,244 (28 today) downloads

Published by 2001zhaozhao (mod ID: 119098)


***This mod is not meant for servers where you massacre bots despite being outnumbered 10 to 1, the AI will be harder in close ranges so you can't just rush and take the OBJ without actual tactics!!***

Tactical Bots improves bot AI and loadouts to be more realistic and authentic. Bots will aim and fire at their enemies in a realistic manner, and new enemies will spawn during counter attacks to spice up the gameplay.


To install this mod, put the mod ID: 119098 into Mods.txt, and add mutators=TacticalBots to the server startup command line.

I recommend setting the bot count a bit lower than what you usually set it at to get the same difficulty. This mod's a slow tactical experience not a meat grinder.

Also I recommend setting Counter Attack bots to have a longer respawn delay. Counter attacks are hard in this mod because you are forced to fight at close range where the bots are more accurate (especially if your server doesn't have slow movement), so setting a longer respawn should balance things out. Relevant server configs: [/Script/Insurgency.INSCheckpointGameMode]


default = 0.2

"Dead player ratio" that must be reached before respawning the bot team during a counter-attack.


default = 20

Bot respawn delay during counter-attack.

If you want the bots to move slower just use the SlowMovement mutator alongside this one.

AI-Only Mutators

If you don't want the special counter attacks and just want the improved AI, use the following mutators:

RealisticBotAI: This will add realistic bot AI to enemy bots in Coop mode. It will not affect any friendly bots. It does not change enemy loadouts and counter attacks, but is not compatible with mods that change bot loadouts.

TacticalBots_VS: This will add realistic bot AI in Versus modes, in case you want to make a bot vs bot war server to mess around in.

New Bots:

These bots will appear in counter attacks randomly. I will add new ones to the list over time.

Insurgent Bots:

  • 25% Chance - Russian PMC (Elite): They have black and green clothing and always use the Mercenary voice. They mostly have Russian weapons
  • 25% Chance - Classic Insurgents: They are dressed up like INS2014 with green backpacks. They only use the weapons in INS2014
  • 25% Chance - Militia (pistols)
  • 25% Chance - Regular counter attack

Security Bots:

  • 40% Chance - USMC (Elite): They have digital desert camo and always use the American voice and American weapons. If they appear there is a chance they will call an A-10 strafe on the objective
  • 60% Chance - Regular counter attack

If you have an idea of bot types/armies to add to the counter attacks, I'd be happy to hear it!

Bot AI Changes:


Bot AI has been changed to accommodate for longer ranged combat like in custom maps.

  • Bots can now see you from 400m instead of 200m
  • Bots will not try to shoot close range weapons at long ranges
  • Bots now turn a bit slower, but not as slow as Hardcore
  • Bots spot you more easily if you are moving, but less often than default when you are staying still


Bot accuracy has been revamped to be similar to Milsim games. Instead of having similar accuracy at all ranges, bots will now be deadlier at CQB but their accuracy drops off in longer ranges.

  • Bots take longer before taking a shot, especially at very long ranges
  • Bots no longer shoot if they are wildly off target (in practice this will feel like they react slower but are more accurate, and they also go full auto less often)
  • At close range, bot accuracy is greatly increased even without zeroing in
    • You can get hit from the first bullet if you're close enough
    • Penalizes OBJ rushers and encourages you to be actually methodical with your room clearing
    • Encourages clearing out bots as much as possible with fire support, sniper etc. before breaching - facing one bot isn't a big deal since they now react slower, but multiple bots can easily put you down
  • At long range, bot accuracy after zeroing in is reduced (the longer the range, the worse the accuracy just like IRL)
    • Staying afar actually has an advantage now, and sniper class is way more useful
    • Long range custom maps with open layouts are no longer a bloodbath for the human team
  • Bots are slightly more vulnerable to suppressive fire


Bot grenade behavior has been adjusted to be more humanlike.

  • Bots are now less accurate when throwing grenades at long distances (~>40m)
  • Bots will now estimate the distance of the throw less accurately than the direction (as it should be)

Suppression & Morale

Suppression features have been made more similar to Hardcore, allowing for more realistic strategy. Enemies duck for cover much more if you lay down suppressive fire.

  • Bots will now take cover at 10% suppression instead of 50% if surprised / not able to fire back
  • Bots will now take cover at 30% suppression instead of 75% if already firing at enemies
  • Bots will only leave cover after their suppression reaches zero again

The morale feature, which makes bots retreat after enough nearby teammates have been killed, is rarely triggered in the default bot settings. This mod tunes up the values somewhat so the retreat happens more often but not all the time.

  • Bots will lose considerably more morale for nearby teammate deaths (1 headshot death + 1 normal death in quick succession will make a bot retreat)
  • Morale recovers slower
  • If a bot retreats from low morale and comes back, it is temporarily easier to make it retreat again

Elite Bots

Some of the new counter attack variants will spawn Elite bots. They are better trained in combat but are lower in numbers than regular bots (both in amount per wave and respawn speed).

  • Elite bots are quite accurate even before zeroing in, so they can hit you with the first shot at much longer ranges than normal bots
  • Elite bots remain somewhat more accurate than normal bots after zeroing in, but the difference is not as drastic
  • Elite bots can throw grenades a bit more accurately (there is no difference in the grenade cooking duration, though)
  • Elite bots are better than normal bots at picking up movement
  • Some elite bot armies can use underbarrel grenade launchers



























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Swagger200 @swagger200

It was my game.ini - I copied from zWolfi on GitHub - important parameters to change are CounterAttackRespawnDPR=1.0 (in my case changed to 0.5)
CounterAttackRespawnDelay=0 (in my case changed to 30).

Getting the proper counter-attack and enemy respawn now.

Swagger200 @swagger200

Sorry - it seems I am getting this behaaviour with or without the mod - false alarm, more likey an issue with the game since update or my game.ini somewhere.

Swagger200 @swagger200

Your mod is working with 1.7 but something is not right - I noticed I was getting very weak counter-attacks in Checkpoint. Perhaps just what was left of the current enemy wave, then after they were killed it seemed that they did not respawn and continue to counter-attack. I disable the mod and the counter-attacks seemed more sustained. Thanks

Swagger200 @swagger200

It seems that your mod has also been impacted by the 1.7 update - it is not loading now. Thanks

Swagger200 @swagger200

I am enjoying these changes in Checkpoint and bot v bot Push. Wondering does this affect use of Fire Support / Technical by bots. Also does artillery barrage affect suppression or morale? Thanks

2001zhaozhao @2001zhaozhao

I purposely didn't change technical accuracy too much from the default one but you should notice that it's less accurate at longer ranges because the global accuracy modifier for long range is lower.

Suppression for bots works just as players so artillery on the roof of the building they're standing in will indeed suppress them and make them less accurate. Morale is only lost when teammates are killed nearby but I'm not sure whether artillery counts as a "gruesome death" which subtracts more morale, or a normal death

Swagger200 @swagger200

Thanks. Would bots be any more aggressive / judicious about calling in fire support?

Rover_Oceania_Admin @rover-oceania-admin

OK, where do the "configs" go.. I assume Game.ini, but under what title.

2001zhaozhao @2001zhaozhao


(edited the description)

FranklinD.Roosevelt1 @franklindroosevelt11

I launch this in local play via console. Does it work in local play checkpoint?

2001zhaozhao @2001zhaozhao

I have not tried it yet but this is not any different from normal mutators so it should work if you are able to get other mutators to work

FranklinD.Roosevelt1 @franklindroosevelt11

I can tell you my experience; I load a local game, and use the console to "travel" to a vanilla map with the mutator. Upon encountering enemies I notice that the insurgents are in civilian clothes, rather then there black uniforms. I assume that's supposed to happen, so I'm fine with that. however when I get counter attacks, there are no new bots. Always civilian insurgents with regular weapons. I've played multiple hours with the mod, and no special counter attacks. I very much appreciate your hard work, and this mod is very intriguing to me
I hope this information is helpful somehow.

od-servers @od-servers

ar eyou basing this on checkpoint loadouts or hardcore checkpoint loadouts? will this work on hardcore servers?

2001zhaozhao @2001zhaozhao

The regular bots use normal checkpoint loadouts; of course the custom counter attack ones are different. I'm not totally sure but it *might* set the bots to walk at normal speed if used in Hardcore.

2001zhaozhao @2001zhaozhao

I ended up deciding not to make another version of this mod for hardcore because you can already do it right now. Just use the SlowMovement mutator to force bots to hardcore speed

machine.gun.panda @machinegunpanda1

Another quality mod, good work!

od-servers @od-servers

I am not sure this is working, as does not change the uniforms of the bots, so presume its not functioning as you wanted it to. I have it on a test server, it shows it loading and it downloads fine, but ingame I am not seeing the changes mentioned above

2001zhaozhao @2001zhaozhao

It will only change the bot uniforms when a custom counter attack spawns. Normally the bots will look the same but they do have the different AI.

Try using my test mutator TacticalBots_Test to see if it overrides the friendly team to a custom counter attack (it should make security USMC and insurgents PMC in the current version). I put it in the mod so I can test the bot uniforms and make sure they look alright, but I guess you can also use this to see if the mod works at all.

In the future when I add a few more counter attacks, I will probably make a version of this mutator where the regular bots are simply all the non-elite counter attack bots mixed in

od-servers @od-servers

so you are suggesting
CounterAttackRespawnDelay 20
CounterAttackRespawnDPR 0.2

2001zhaozhao @2001zhaozhao

These are the default values copied from the Server Admin Guide. I'll update the description to clarify this