My first ever prototype made with C2 is called Icarus Wave Attack. You can play it here.
The AI behavior isn't perfect, but you'll notice the AI ships will tend to strafe around the player, occasionally turn to shoot asteroids that are close, and more.
I will give a basic overview of the behavior I created. It uses a combination of custom movement and pathfinding.
There are two major questions:
-Is the AI ship near the player ship?
-Is the AI ship near an asteroid?
The basic case, which is the easiest, is when the AI ship is not near anything. Basically I have a variable called 'closeRange' and if the AI ship is not within closeRange to the player ship AND not within closeRange to an asteroid, the pathfinding behavior is activated and the ship finds a path to the player ship and moves.
Another case is when the AI ship is not near the player ship but near an asteroid. In other words, when distance(AI ship, player ship) > closeRange but distance(AI ship, asteroid) < closeRange, then have the player ship STOP pathfinding and turn on custom movement to move away from the asteroid. I also use the turret behavior to have the AI ship shoot the asteroid.
Another case is when the AI ship is near both asteroid and player ship. Basically this is when both checks in the section above are true. In this case, I have the AI ship prioritize its own survival and accelerate (custom movement) away from BOTH the asteroid and the player ship. Using a couple of condition checks and the turret behavior, the AI ship will fire at the closest object (which will be either the player ship or the asteroid).
At any point in the game, the AI ship is close to the player but not an asteroid, close to an asteroid but not the player, not close to anything, or close to both.
Hope this helps. Note that AI is one of the hardest aspects of game development to accomplish well. If you're just starting out in C2, I recommend starting with just something basic, such as an AI that chases the player but also crashes into asteroids. In development, many things are often more complex than they seem at first, and this is especially true for AI.