ME:A Enemy AI Changes?
I'm interested to know whether there are any changes to enemy AI in the works?
I feel like how things are at the moment, the AI feel a little unnatural and fidgety though it depends a lot on the enemy in question. I think the biggest offenders are the Assemblers, Raiders & Chosen, I just sense they can never decide what it is they're actually doing / who they're attacking, they just don't sit still for one minute.
In terms of targeting I've noticed that because the AI are so reliant on having a genuine target they have this tunnel vision problem, which you notice much more when you go into stealth, as within about a second they are like "Right NEXT TARGET!", rather than being like " Oh Woah where did they go, I should keep my guard up". It's even weirder if you are an infiltrator class; as every time you evade they lose you for a split second and change direction before swivelling back when you reappear, it's just very unnatural and odd.
Another example of where this target reliant AI has problems is quite evident when you try sniping them out of their range in the single player, because they can't engage you, or notice that combat is even happening. You can just see them standing around doing nothing, as they get picked off one by one. Now I'm not saying that the enemies should be able to clock you from a mile away and then hunt you down until one of you is dead but I think the game would be a whole lot more immersive and fun if enemies were a bit more dynamic in those situations.
I think the fact that targeting for AI in play is important, but it would be more interesting if enemies didn't actually know where you were all the time, and went looking for you instead of just blindly running straight to you. However I think that would be a thought for another ME game as it would so wildly change the dynamics of this one.
Does anyone else have any other thoughts on this? Ideas? Criticism? Support?
Regards,
Cabowse.