AI Behavior - MUL-T

Updated 2 weeks ago

AI Behavior - MUL-T

  1. Use Secondary - Must be within 60m from its target, have line of sight & aiming at it.
  2. Use Utility to chase off nodegraph - Must be within 25m from its target and have line of sight. This behavior is active for 0.5s and cannot be selected twice in a row.
    • This behavior is also skipped if the target is a flying enemy.
  3. Activate Power Mode - Must have line of sight. This behavior cannot be selected twice in a row.
    • This behavior's activation range varies based on what alternate Primary was selected. The values are: 60m for Auto-Nailgun, 300m for Rebar Puncher, 150m for Scrap Launcher & 10m for Power Saw.
    • While Power Mode is active, Primary and Secondary inputs are held down regardless of what behavior is selected, and any behaviors that use the Secondary or Utility skill cannot be chosen.
  4. Use Utility towards move direction - Must be at least 60m away from its target and grounded. This behavior is active for 0.5s and cannot be selected twice in a row. [21] Use Retool is set to follow it after.
  5. Use Auto-Nailgun and retreat - Must be within 10m from its target and have line of sight. This behavior is active for 0.5s.
  6. Use Auto-Nailgun and strafe - Must be within 30m from its target and have line of sight. This behavior is active for 0.5s.
  7. Use Auto-Nailgun and chase - Must be within 60m from its target and have line of sight. This behavior is active for 0.5s.
  8. Use Rebar Puncher and retreat - Must be within 20m from its target, have line of sight & aiming at it. This behavior is active for 0.5s.
  9. Use Rebar Puncher and strafe - Must be within 60m from its target, have line of sight & aiming at it. This behavior is active for 0.5s.
  10. Use Rebar Puncher and chase - Must be within 300m from its target, have line of sight & aiming at it. This behavior is active for 0.5s.
  11. Use Scrap Launcher and retreat - Must be within 10m from its target, have line of sight & aiming at it. This behavior is active for 0.5s. The skill doesn't need to be off cooldown.
  12. Use Scrap Launcher and strafe - Must be within 50m from its target, have line of sight & aiming at it. This behavior is active for 0.5s. The skill doesn't need to be off cooldown.
  13. Use Scrap Launcher and chase - Must be within 150m from its target, have line of sight & aiming at it. This behavior is active for 0.5s. The skill doesn't need to be off cooldown.
  14. Use Power Saw and chase sprinting off nodegraph - Must be within 10m from its target. This behavior is active for 0.5s.
  15. Use Power Saw and chase sprinting - Must be within 400m from its target. This behavior is active for 0.5s and a new target is selected afterwards.
  16. Chase sprinting - Must be within 400m from its target. A new target is selected afterwards.
  17. Use Utility towards move direction to follow leader - Must be at least 40m away from its leader and grounded. This behavior is active for 0.5s and a new target is selected afterwards.
  18. Sprint towards leader - Must be at least 15m away from its leader. A new target is selected afterwards.
  19. Stop near leader - Must be within 15m from its leader. A new target is selected afterwards.
  20. Chase sprinting (lower priority) - No requirements. A new target is selected afterwards.
  21. Use Retool - No requirements. This behavior is active for 0.4s and cannot be selected twice in a row.

Special case - If MUL-T's loadout consists of Double Rebar Puncher + Retool, [21] Use Retool is set to follow any behavior that uses Rebar Puncher. Rebar Puncher behaviors will also have their aim requirements & durations removed, effectively simulating the strategy that is employed by players using this loadout (although perhaps not as optimally).