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Posts
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Joined
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Well. Jumping (Acromatics/Combat Jumping) can be good if you think you will suffer from holds and knockbacks and that sort of thing.
Super speed is nice because it also grants a stealth, and if you already have a stealth power it basically makes you invisible.
If your build isn't really weak against those then it doesn't matter.
Buy the surf board and use that :P -
/releasepets works fine, honestly. Its annoying but if you use that its not a huge deal anymore, it'll always be at a mission entrance after all.
As a bonus... if your a Necro/ you can use soul extraction on themSort of eases the annoyance.
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Yup. Bots/Traps. Its like being a naughty god of death, destruction and immortality. Even your pets become godlike when you add in incarnate stuff. If I could choose two, the second would be Necro/Dark.
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Quote:LOL. What proof do you have that it would cost a million bucks? You just made that up. You think programmers make that much?That you'll pay, and that you'll have 50 thousand friends willing to do the same to cover the hypothetical million bucks that marketing is demanding for such a venture.
If you had such proof, they'd do it. In a heartbeat.
Anyway, if you don't want the feature then thats exactly the attitude to take.
Whatever. -
Proof of what? That a programming language will do what you tell it to? A "technical reason" would be that they didn't make the code with much future proofing when they made the MM stuff in the first place. Thats just a matter of re-writing that code to be better. Maybe its a lot of work, but thats why I'm willing to fork out decent money for it.
EDIT: My point is that its not impossible, its been asked after for years now, and I and probably others are willing to fork out the money for it. Its a business, they want money -- No problem! Give me the feature that I want and I'll give you money. Sounds fair, right? -
I'd go with Thugs. Necro is actually quite good too, if you can put up with melee. You can get up a lot of pets with Necro/Dark, soul extraction is actually surprisingly powerful -- I like it quite a bit more than Gang War, even if its not quite as fun. My Necro/Dark has easily solo'd some pretty badass mobs. Using fear for control works excellent with that combination.
That said. Thugs are generally better than Mercs. Mercs spec ops let the set down hard, and they are never getting fixed. Spec ops control will not help you much in the field, they use the powers poorly. An awesome thing about Thugs is the Enforcers leadership is very powerful, and it'll work very nicely with the -ToHit from /Dark. Thats a good combo and it'll serve you well. -
When the devs claim there is a technical reason for not allowing total or near-total pet customization -- they are lying. Its a matter of work involved and nothing else. Its programming, the compiler will do what you tell it to and that is all there is to it. Its not a matter of database size -- if it is then upgrade the machine in question.
I've never looked into what language they are programming in or what sort of software they run their servers on, but ultimately it shouldn't be that important. The problem is that it is a fair amount of work -- and maybe thats understandable for some people... but then I do pay to play this game, and this feature has been asked after for literally years now.
They should just buckle down and get it over and done with. Basically, I'm saying -- Look, I'm willing to pay for it. Make it something we purchase from the market to cover the development costs and its a done deal, a system exists for that now so go ahead and use it. I'll buy it and be happy with it. I'll go this far even, I'd still pay for it if it cost twenty bucks. I'd pay for it if it cost ten bucks per MM toon. That, I think, would be worth the effort on their part to just go ahead and do it. -
Obviously the answer is just to allow free-form pet customization like many MM's have been asking for since CoV came out. Their political reasons are a load of nonsense and obviously no one here buys any of that for a second. I've mentioned this elsewhere, but this is extra-true since the class went pay-for. Some limits would be fine, but giving them decent uniforms or whatever would go a long way toward making you feel like a real mastermind -- I mean, what comic book MM have you read about that doesn't have his own special uniforms for his goons?
Christ, the Monarch has custom uniforms for his goons even. -
I've been asking for pet customization since the class came out. So yeah, that. Bad AI can be worked with even if it occasionally gets you killed at the start of the game. Also, if you do any RP at all ... standard pets just look wrong and really limit your theme choices. I wish they would just add it in already... especially now its a paid class.
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I have a io'd out mercs/dark at fifty. He does fine, you want to keep the s/l/e def as high as possible grab aggro lots with that aoe taunt. They'll clean up nicely for you
mercs really do need their io's however, more than any other mm primary. Keep in mind that your spec ops are very weak compared to every other lt-type pet. I call them "spec oops"
because ncsoft is just plain jerks for not balancing them after all this time. Pisses me off actually. They do get paid to do this kind of stuff after all, but you couldn't tell.
I doubt honestly however that anything, ever will compete with bots/traps. -
Too many non-programmers post about AI code. People who aren't programmers should have the good sense to not talk about code, about how hard or easy something would be to implement because you don't know what your talking about. If you don't know what your talking about you shouldn't be talking about it. Common sense, right there.
AI code doesn't have to be that complex, and in this game, its probably nothing more then a few paragraphs of text. I've written AI code for other games before. (Quake, actually, sure its dated but it was far more complex than this game's AI).
Understand this: Video game AI is not like making a *REAL* AI at all. People confuse the two it seems because they equate video game ai as being similarly challenging. Its not. Video game AI is extremely limited and usually quite simple. It doesn't have to be very complex.
Our pet AI sucks because the programmers got extremely lazy and we get to pay for it, and thats the truth of the matter. They probably copied most of the pet ai from the regular mob ai and added a few lines here and there for some mm specific stuff. The code is obviously very bad because the AI is filled with special cases like fleeing from fire and other stuff that overrides more reasonable actions.
Anyone whos actually done even a little bit of game programming -- however amatuer -- should be able to pretty much imagine what this code looks like without any difficulty, programming isn't any sort of mysticism, its very logical and straightforward once you are familiar with the language.
The pet ai isn't a deal breaker for me, but it does irritate me everytime I play the game, which shouldn't happen. I buy my subs year at a time, and even when F2P comes out that won't change anything for me... its not like I'm going to rage quit after all these years or anything. Its just very annoying and I wish they would just spend the time to fix it and instantly make every MM (and other pet classes) happy. -
Oh man.
I'm a total one trick pony here. Give me my mm's or give me sweet death. I made a mm back when cov first came out and I never looked back except to make a sonic/thermal corruptor - who actually made it to fifty. I have lots of mm's. Bots/traps, Necro/dark, thugs/storm, mercs/dark. No demons though. Badasses all of em. Thugs/traps the second I can customize my boys (only been asking like 6 years now devs).
Something about having my own team of guys ready working together to defeat stronger super guys appeals to me. Oh and bodyguard, such win. And the classes flexibility... Being both a buffer and a debuffer in the same archetype, but always able to bring the damage.
Mm's wrecked every other mmo for me except star trek since your kind of an mm in that game always anyway.
Cheers! -
Quote:Enforcer's don't buff the mastermind, just themselves and other thug-type pets.I didn't know Enforcer's maneuver buff the master. I am pretty sure it only buffs Thugs and other MM's thugs?
That would be pretty awesomely OP thoughNot that Thugs needs to worry about anything anyway.
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On another topic -- Robots and Thugs are not OP. They are absolutely the baseline for MM performance. Thats why MM's are getting an incarnate buff across the board.
Necro's are weak because they are melee. But they do ok anyway.
Merc's are weak for all the reasons mentioned above and a million others.
Ninja's are weak because they are melee and lack defense.
I haven't taken Demons very far but people seem to like them. They are probably as good as Thugs or Robots with the right secondary. But its not like MM's are so OP or anything. -
I gotta say this, I'm pretty jazzed about a new-and-cool secondary for MM's -- and other classes I don't play
But we MM's get a new set w007!
Someone had to have said this, but we can finally say we can control "Ti-mu and space-o!"
Just gotta roll up *another* MM, like I needed more or something
Which apparently I did because thats exactly what I am going to do...
... or already did in the future
... but if I already did I wouldn't do it again because I've already done it...
... meaning that if I wouldn't do it again then I wouldn't have one already so I'd have to make one...
... but if I already did ...
*asplode* -
My Necro/Dark does very well. In non-incarnate content I find myself waiting and waiting for one of my zombies to die so I can summon a spirit. My grave knights and lich almost never die. You can just heap on the -ToHit with N/D. But yes, the early twenties are horrible for any MM.
I find that /D in general strongly benefits from +Recharge though. I run mine with very-near-permahaste and its pretty strong. Stack on what +end you can though, you can burn through it pretty fast.
You are really waiting for your -ToHit debuffs to start adding up. Controls help, I personally stack on boatloads of fear and it really helps the big fights with lots of enemies.
N/D is a very good set, you'll really like it once your through the doldrums of the twenties. -
Quote:Lets put it this way. The end results of the code as it is, is rubbish. The AI is extremely stupid for enemies, controller pets, lore and MM pets alike. I've seen AI code that works almost exactly like the pets in this game written in a small handful of lines. If this code is very large at all that would be very mysterious. The mobs in this game have absolutely no ideas about tactics or positioning even. Just "is this in range, then move toward player until it is" and thats it. There is nothing at all to this code, its just a couple of paragraphs -- it simply doesn't DO anything to justify the belief that there is a "large amount of code".Unless someone here has actually seen the code that a) handles the pet AI, b) links the pets with the AI (e.g. is it part of the pet itself? Is it linked to an external library? etc.) and c) knows what the underlying data structure that defines pet state and behavior looks like, any amount of speculative pseudocode is completely worthless. The "start-point" you're talking about may or may not even exist, and even if it does, you'll probably have to do a lot more than just add "if (!lastCommandWasGoto)" at the beginning of it.
No one who does any programming HAS to speculate about the AI code in this game because its plainly obvious. -
Quote:A fact is that very few gamers are programmers. People tend to believe whatever they are told, especially about computers it seems. The internal workings of a piece of code are essentially mystery to most people.Whatever the code is they can change it to fix this behavior if they want to, it's just up to someone up the food chain to make it a priority, it has NOTHING to do with the tech, it's changeable. When I wrote Point-Of-Sale software, customers wanted some crazy stuff, but I had to make it happen.
But as long as people are sasitifed with complete crap about "how things can't be done" or "The code doesn't exist" they'll just keep stringing us along, and having a cheering section that believes this crap just makes it easier.
I'll always remember back in Quake 1, the old Reaper bot for that was pretty amazing. It "knew" how to navigate maps, and how to use each weapon and the optimal range for each of them. That was 97ish -- and thats just one example out of many. The AI in CoX is incredibly simple, and very bad. You didn't notice too much before masterminds came along and your interaction with the mobs was very limited... -
Quote:LOL yes, let one of them watch their pets Leroy Jenkins the entire idf on a lambda. Or insist on brawling the Reichsman. That would probably help this problem a lot.I have a thread on here requesting a Ranged/All/Melee toggle per pet. This would remove certain powers from the pets attack chain. I have seen it suggested that the Devs want us this way, and I have to disagree. This is like having every 4th attack from a tank disperse your mob. Thats how much of a problem it causes. I also noticed that NONE of the Devs have MM characters. Maybe if one of them did, it might enlighten them.
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Quote:Yeah, thats exactly correct. Just let us decide what the pets do. Good examples of where this would be useful is when you want to disable attacks with knock backs so the brutes and tanks don't whine. Some people hate assault bot flamer. Etc. You've hit the nail on the head right there.How would you like to see it fixed?
Personally, I would like to be able to right-click on a minion and a menu would pop up with all their powers and radio buttons for priority (ie. High, Low, Off) and have the "Pet goto/Pet stay" force the pets to stay rooted to that spot (or have a max range that the MM can move away before they follow) and assuming that the melee attacks are off then the pets would not have any reason to move (unless you do).
Just doing those two things would help a lot (I know I know, JUST)
The goto/stay root is just common sense.
Should have been like this from day one. -
Quote:Sure, but someone was lazy making the ai code, if it was done properly it wouldn't be the irritating player-infuriating problem it is now. Pet ai was always lazy rubbish in this game. Games that played on apple ii machines had better ai.IE: It CAN be done. It's just a question of how much time it takes to do it.
They should do the right thing and just fix it once and for all. Its not like this game is going anywhere after all. -
Quote:If its a tank like the ones driving around rwz but with real guns I want oneI hope that one of the slots is an epic travel power.. Realistically, map travel. Click a spot on the map, and bam, you're there! Unrealistically, vehicles.. Who wants an incarnate mobile!?
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Quote:utter rubbish.^I'd craft temp powers for that purpose I'm pretty sure revolver is better damage then any MM personal attack
Pay attention to slotting and procs in particular and you'll do vastly more damage. A good tanker mind needs to bring some damage if he really wants to pull aggro! Remember that taunt effects are multiplied by damage. Just a provoke by itself doesn't keep a mobs attention for long, you have to 'seal the deal' with solid attack. AoEs work great with provoke. -
I don't think barrier is redundant at all...
1) Are you incarnate softcapped? Thats about 60 def. Thats going to be the way it is for probably all the new content as well. I think the devs felt that getting to 45 def and calling it quits was too easy.
2) It still adds plenty of resists, pets always have very average sort of resists. Help keep the one-hit deaths from happening as much. I don't recall what the mininum +RES on T4 barrier is off hand, but it would stack nicely with combinations like necro or thugs that can benefit from two +RES procs.
I think barrier is pretty much pure awesome. Sure -- if you have a very strong defensive build you have other options. But I can't imagine barrier ever being anything less than totally awesome. I think a person could "go wrong" with a possibly less useful destiny choice, but I don't think anyone could go wrong with barrier ever. -
Well, Commissar Aleksandr Menshikov has always been a hero, even though he was created before Going Rogue came out by a long time
His history is closely tied with WW2, at least.. Real Earths history of it. I haven't found too many details about Primal Earth's second world war, except something about the Storm Korps and how they were unpleasant chaps or some such.
Anyway, Menshikov's history is very much tied to the Russian view of what he would call the Great Patriotic War. His view of how things went, the west's involvement, etc, are very different than what most of his American friends would think (and actually with good reason).
Hmmm... ok, short version. He became a Commissar in 1939, when Russia was invaded in 1941 he defended Leningrad, where his family lived until the siege ended in 44. (Menshikov was never interested in politics, but was inspired to see to the moral and fighting form of those under him). Due to injuries sustained in battle, and the power of the dark magics he had used to help defend Leningrad, and eventually break the seige.. he died. But he completed a ritual to give himself unlife. Essentially he studied Necromancy as a academic hobby in his youth but hadn't thought to actually practice it until the number of fighting troops in Leningrad started to wear thin, so, he raised them as zombies.
He was awarded the Defender of Leningrad and Hero of the Soviet Union medals before his death, and after his death and continuing unlife, he silently left Russia feeling that the legend around his name was probably best left intact since few people knew of his necromanic knowledge -- and it certainly wasn't in the propaganda.
Menshikov was handsome, quick witted, very charismatic and well liked during the war, but years haven't treated him or his rotting body very well. He is somewhat gruff and course, and his patience wears when the "high ideals" of some of his Hero friends rub him the wrong way. He could be described as ruthless, but possesses a very strong moral core -- he fights to protect the innocent, but more so to punish the guilty. He can still rouse a good speech and invoke strong emotions however.
The undead who follow him are volunteers from the underworld, some share his views on justice and are eager to return fight in the living world -- even if it means doing so in a shabby zombie body. Others are seeking personal redemption for deeds done during their lives (his grave knights are former members of the Oprichniki, they didn't give him their real names, and he didn't feel the need to ask). Its OK if they get defeated because, well, they are just souls riding in borrowed bodies -- its not like they can actually die again
He had no involvement in the cold war at all, aside from stating that he felt it was a stupid waste of time since he felt neither side was insane enough to actually nuke one another. And thats the shortest version of his history that exists anywhere. I should put up a page on VirtueVerse one of these days where I can more accurately describe things
So yeah, he's a former-Soviet Commissar Necromancer, and a good guyDidn't see that one coming I bet ;D