- When getting hit, AI knights will often play the "mecha knight damage" noise rather than the "Knight damage" noise.
- AI Knights can accidentally hit switches with their attacks, which can cause areas to get blocked off to players.
- AI Knights shield against friendly gunshots, blocking them. (Mecha Knight kits react that way as well, and have reacted that way for a while.)
- Infinite HP for AI knights might not be a good idea. It allows for players to hide and wait, letting their near invincible AI partners do all the fighting for them. In the "White Collar Captive" prestige mission, I was able to just wait in a corner while the two AI knights managed to kill the Trojan at the end for me. If AI knights scale in power with higher tiers, this could be easily abused in later missions, allowing players to clear missions too easily.
--I'd say let the knights die, and add in the ability to have a mission fail, but that might be too harsh for new players.
--Another recommendation is to let the AI knights be able to die, but also have the ability to revive them like a downed player knight. This would cost less health, if any. The point is to keep knights from letting the AI knights do all the work without risk to the player. It's very silly to watch the AI knights get smacked in the face over and over by a Trojan with no ill effects other than a momentary stun, when I know the same would easily kill me.
- AI knights should automatically teleport to the party button when pressed, no matter their distance. They have a tendency to get caught behind gates if not, which could confuse and worry new players.
Agreed, the AI needs some serious buffing.