I personally think that the number one reason why Devilites are sometimes considered OP is because they never warn you when they're about to attack, unless they're overtimers. Dodging their attacks and timing your own would be so much easier. The apparent randomness of their attacks is great; the lack of warning is not.
I also think that the mecha knights/NPC knights could use an AI buff. As of now, they perform charge attacks from a distance, combo swing at close range, shield against projectiles, and otherwise follow you around. I'm thinking that the AI for these guys should be different:
*For friendly NPCs, they don't follow you around, they follow any enemies they can see within their line of sight. If they follow you, they should stick rather close to you.
*All AI knights (both enemy and NPC) should attempt to sidestep (dodging, but with normal movement speed) any shots fired at them before they try to shield. They don't get any dedicated "dodge" moves, though.
*They should try to keep their distance when a player is charging a weapon and try to shield against both bullets and charge attacks from any weapon type (maybe including bombs?).
*They should attempt to charge their own weapons while sidestepping (dodging) an attack.
*They should always try to combo a player when he/she gets close.
*They seriously need to improve their pathfinding abilities.
OPTIONAL
*They could have the same shield type that the players get (i.e., bubble shields)
*They could be harmed by map hazards just as we are, and should try to avoid them accordingly
*Some could carry guns or bombs. Bombs would have to be charged before being dropped, just as players have to do.
*With all these new abilities, mecha knights could be much rarer.
What do you guys think about all this?
Before they attack,you can gear a "swooop" as they charge and grab a weapon. Then a "pooom" as they throw the thing.
I think they use the same sound as knights with vials.