Definitely will need more coding than simple turn on the spot to look at target, and target the center of the mech.
But it's good to know a portion of what's needed works.
I think when PGI is able to adjust AI difficulty via accuracy, and trailing/lagged retargeting (to simulate lasers dragging across a mech, rather than lock on and deal 100% laser damage to a single component. It would make mechs feels more human like), damage mitigation via torso twisting, etc, then we'll be in a really good place to ramp up some really interesting fights.
I'd really love to see them have AI specific to certain types of mechs, where advanced AI pilots can effectively utilize parts of the mech, like the Cent's shield, and ravens arm to block shots/absorb damage.
EDIT:
I just imagined an AI Centurian pilot hiding behind his shielded left arm, holding it up front of him taking the bulk of your fire that would otherwise have hit his CT. Then bringing his right arm across his chest, barrel against his left forearm, and firing off an AC/20 into your mech. My shoulders dropped and I heard 1000 virgin ladies make an "ooooooooooooooooooohhhhhh" moaning sound.
Even though that's not possible without the appropriate actuators... It'd be neat to see AI bringing such a degree of life to the mechs, showcasing the movements that would really take place when you have a neurohelmet on.
Edited by MoonUnitBeta, 27 August 2015 - 09:12 PM.