>>16509997Speaking of aiming, the AI fails at that too. At least projectile-based enemies, hitscan is another story.
Death Knights, Shamblers, Ogres, and whoever else that fires a projectile/beam damage type, can only aim at the center of their model. So, if the player is on a ledge anywhere or below, they won't be able to get hit by any of those enemies. They'll just keep attacking forever.
With Ogres, they're still somewhat of a threat because their grenades can bounce of walls anyway and possibly damage you if you're below it, but if you're on a ledge then they just can't do anything at all.
But, yeah, this makes for some funny sights in a bunch of levels, it's simple to trick them.
And some instances, you don't really have to do anything. You just enter the area, and these retards start firing but can't hit you. For instance, E1M4. Once you go down and enter the water area, there's this Ogre standing on top of a ledge. So once you go underwater and he aggroes onto you, he just fires forever while it being impossible for him to hit you since he can't aim his trajectory downwards. That one counts for sure.
I believe this could also be why Ogres are especially retarded with their navigation? Because, I'm only guessing from experience, that they might be trying to get in a position where they can hit you better.
So, since the AI can barely walk, you can see how that causes trouble for the Ogre. Surprisingly, I still haven't seen them have as much trouble as fiends despite this. You know what, I think it might actually be a better AI than the melee enemies, lol.
Anyway, remember the Ogre I talked about before in that level with the fiend jumping at you? I think this might be why he takes so long to figure out that he can shoot you.
When you're elevated even by a single inch, the whole AI fucks up. It moves around for a relatively long time until it decides on a trajectory to shoot you with, because it just gets really confused when any altitude is involved.