Before homing monsters got nerfed to worthlessness, they would home 100% - meaning, with 100% accuracy, no catch. Basically, if you had the aggro of the monster in question, you had to get away from any telegraphing monster, or else you would get yourself bashed. In hindsight, I see this as kind of a ridiculous cover-up of an area effect attack.
However, like many things, OOO fixed this wrong. Now zombies, retrodes, wolvers and alphas have next to meaningless close range attacks, due to long telegraphs and small hitboxes. So here's my proposed fix: restrict homing to a set angle.
Essentially, this increases the hitboxes of all previously homing attacks to whatever the angle of attack is. I'd propose keeping telegraphing monsters from rotating more than 60 degrees to either side, but the number is flexible. While this makes zombie, wolver, and retrode attacks basically wide cones of death, it makes alphas' attacks a biiiit more tricky. Because alphas use successive hits, this makes them able to follow a curvy path, and with 60 degrees as an example, they could pull a 180 degree turn from the angle they began telegraphing at. Hopefully that'd put some oompf back into them.
Any thoughts on other ways to fix the woefully weak homing monsters?
Give back their auto tracking systems and everything will be fine.
"Fine": Noobs QQ'ing, people learning how to actually play the game, bringing back the challenge that is missing.