0:03 - AI turns the opposite way to the player for some reason
0:19 - AI rushes into the open when they should look for cover
0:51 - AI starts firing weapon whilst still in the running animation
1:09 - AI doesn't seem to know where to run to.
1:54 - AI doesn't face the player, does a single step forward, then turns. Bit odd.
2:03 - AI scuttles over to a piece that doesn't offer cover
I think it's OK for the AI to run away from the player if necessary, if it's to find cover or to alert other enemies. I also agree with other comments about AI reacting to sound.
If an AI fires their gun, other AI in the area should come over to investigate.
If a player fires their gun, AI should alert each other and go investigate as a group.
If the player walks up behind an AI, they should turn around and be startled, but if the player crouches and moves up behind them, they should be less aware.
If an AI spots the player, they should move to investigate the spot where the player was last seen, weapon raised. After a few seconds of looking, they should return to their original loop (I was trying out this behaviour back on Extraction Point by simply swapping some animation numbers around -
https://youtu.be/50Nr8JCMZqI ).
Lastly a bit of blue sky thinking; AI's viewcone, viewdistance, health, and damage done, should all be effected by a modifier value, e.g. health = 100 * x . X being a tweakable value in the options menu of standalone, and test game, called... "difficulty"
AE