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Make Beepsky feared again
#6
(05-04-2020, 12:05 PM)Superlagg Wrote: Part of his weakness lies in how critters seem to work. They choose a place to go, path over to it, then after a while do their attack and hope their target is still in range. Kinda seems like way it works is that it queues up its attack, target, and place-to-go-to, puts in a delay to give it time to pathfind around, then execute the attack proc thing once that delay ends. Maybe to save on checks or something? At any rate, critter AI in general could use some robustening, either shortening that delay or including some checks-if-target-there as it moves.

...and then include that only on Beepsky.

In my experience most critters can attack the very instant they get into melee range, and only gaurdbuddies and securitrons have trouble hitting moving targets. It's pretty easy to see the difference in pathfinding between critters and robots: critters are constantly moving in a straight line towards you, while robots tend to check where you're currently standing, move there, pause, and repeat. Probably tied to how shitty the robot pathfinding system is in general.
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Messages In This Thread
Make Beepsky feared again - by vampirate - 05-04-2020, 08:00 AM
RE: Make Beepsky feared again - by Lady Birb - 05-04-2020, 08:17 AM
RE: Make Beepsky feared again - by vampirate - 05-04-2020, 08:35 AM
RE: Make Beepsky feared again - by medsal15 - 05-04-2020, 10:53 AM
RE: Make Beepsky feared again - by Superlagg - 05-04-2020, 12:05 PM
RE: Make Beepsky feared again - by Lady Birb - 05-04-2020, 06:40 PM
RE: Make Beepsky feared again - by Wisecrack34 - 05-05-2020, 01:27 PM
RE: Make Beepsky feared again - by GORE - 05-05-2020, 04:58 PM
RE: Make Beepsky feared again - by vampirate - 05-06-2020, 06:59 AM
RE: Make Beepsky feared again - by GORE - 05-06-2020, 11:13 AM
RE: Make Beepsky feared again - by Lady Birb - 05-06-2020, 11:25 AM
RE: Make Beepsky feared again - by GORE - 05-06-2020, 01:30 PM
RE: Make Beepsky feared again - by Frank_Stein - 05-06-2020, 05:24 PM

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