Dragonroach should not be able to rubberband during its attack animations, nor should it maintain a set distance to its target.
Even after the fixes this enemy is still miserable to fight. There is not a single bug on the terminid front that you can't just juke out - that has been the faction's whole philosophy. Chargers, Shriekers, Bile titans, Impalers - everything has well telegraphed attacks and a reasonable dodge window. You're not forced to kill them, with enough skill you can kite them until they die of old age. The Dragonroach flips that whole mentality on its head - currently your only ways of surviving an encounter with one is either killing it before it can even attack or wear inflammable armour.
The main problem with this is that after the initial strafing run, the Dragonroach never breaks its tracking - it will always keep a set distance from you(roughly 25-35m) once it's chosen you as your target. Move closer - it flies back, run away - it hovers after you(this is what i referred to as "rubberbanding"). This code is taken straight from Shriekers, except Shriekers don't have an instakill ranged attack, once they start to dive, their trajectory is set and tracking is broken.
Bile titans would be the other side of this coin - their attack will kill you immediately if it hits directly, yet there's a generous windup time and tracking break before the animation actually plays out.
So, in order to make the Dragonroach a skill check instead of a loadout check, my proposal is to remove all hard tracking from the attack animations and set them to a predetermined point - player's last location - instead of the player's current location. That way you'll give players a predictable attack and a reasonable dodge window without sacrificing the enemy's lethality.
Posted Oct 28, 2025, 4:50 PM UTC