>>16509239Again, most of the time you do, which is why you don't really have to try your luck with waiting and can b-hop ahead the second you see the fiend messing up. Sometimes, you get really lucky and it just walks over to another room so that the threat disappears completely.
But sometimes, the fiend gets in a position where you have to jump through a tight gap around the corner to not be stopped by it's hitbox, and that's when it decides that it's the exact right moment to attack you. Which either insta-kills you like I described before, or takes a good chunk of your health away. Both bad. You need a certain amount of health and armor to be able to pull off the skip in this level, so, if that happens it can end up in you having to waste time getting the resources back to go ahead with the skip. Which is just annoying. And if the effort was spent in order to make the AI be able to walk in a straight line, this wouldn't be an issue at all. It'd even be fun to pull it off, rather than how it is now where you just pretty much have to hope that the RNG plays out in your favor. It's relying on lucking out as much as on your own skill, and that's just never a good thing with any game like Quake, I don't believe.
Oh, I just remembered another perfect example of fiend fuckery.
E4M3. Most of the map consists of these long hallways that you have to hop through. Which are not that wide and enemies can easily block you from moving forwards in, if they happen to get in the way. You may be able to guess how this plays out with fiends.
So, after you get to the end of a certain hallway, you have to hop back where you came through it, to make a leap over to the entrance of another hallway.
When you get to the end of this initial hallway, the game spawns one single fiend where you came from, down in another unrelated hallway.