Let's collect some ideas about tagging.
When starting to rebuild my AIs I'm wondering how I can avoid flipping targets. Obviously only with tagging, which costs time and needs really big decision trees.
How can I avoid changing my target all the time when a priority enemy (tagged A) is getting into long range/out of range all the time.
Also a question, is it possible to see if I'm tagged by an enemy? Only way I found was ... If my shield is down and my allies have 100% shield. Not very sophisticated way to check.
My first impression is, that tagging will make the game much more long range oriented. When you are midrange to two or three enemies, they tag you, they shoot you, you die. Looks pretty clear for me. What do you think?
When starting to rebuild my AIs I'm wondering how I can avoid flipping targets. Obviously only with tagging, which costs time and needs really big decision trees.
How can I avoid changing my target all the time when a priority enemy (tagged A) is getting into long range/out of range all the time.
Also a question, is it possible to see if I'm tagged by an enemy? Only way I found was ... If my shield is down and my allies have 100% shield. Not very sophisticated way to check.
My first impression is, that tagging will make the game much more long range oriented. When you are midrange to two or three enemies, they tag you, they shoot you, you die. Looks pretty clear for me. What do you think?