Building my game for a typical ARMA style game for PVE. I have seen two implementations for AI to find cover.
Use rang finding with EQS and let the AI find locations it can hide behind. I can set this for full, half and 1/4 cover (prone).
Placing control points in the level at locations the AI can use for cover. Then use a combination of BP/AI perception/EQS to located these specific covers and move quickly to the closet one to the player.
If using EQS per #1 if there are 10-12 bots swarming the map how would this EQS setup impact computer performance? Would it be more CPU intense and possible slow the game down? However, this would give the most realistic AI action as the locations would be random, but unpredictable I think.
Using #2, it would be more work on the level designers, however the level designer would have more control over what areas are really good cover and which areas the AI should avoid. I simply search the control points added by the level designer, select the closet one with best LOS to Player and move to it.
I see more games built using #2, but my main question/concern is if using the EQS system alone would impact performance.