Official Thread for Masterminds: Thugs


008Zulu

 

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and my over powered state ment came from it's appearance, like a clock. and if it's a buff, so it could be a mini hasten buff. imo


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That appears to be Ghost Widow's patron symbol.

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Correct, that is Ghost Widows symbol.

_War_
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I think it's Dark Embrace (the armor).

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Looks about right.

That's why you shouldn't jump to conclusions Ninelives. Like I figured that's probably a patron power.


 

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oh, ok, thx all.


 

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Found a huge and deadly glitch with the Bruisers.

Periodically, if you order the Bruiser to attack a target that he is not currently standing next to, he will run up to about 2 feet out of his own melee range, and then just stand there. He won't move. He won't attack. He is just plain out of the fight, until one of the following happens: until the enemy he's targeted on moves, or it dies, or you use the Go command to move him yourself (and even that's problematic) or you switch targets and tell him to attack that one instead.

I've seen this bug on my Commando before, but not on my Assault Bot. I have a theory about that: it's because all of the Command's attacks aren't the same range. You see, when the Commando stops and refuses to attack the current target, he stops at the same range that the Spec Ops do when they're firing their sniper attacks. Which is also the same range that his rocket attack has. So here's what I think is happening.

When an attack order comes in, the AI looks up the range of the next attack in the attack queue. It then computes a path to the current target that will stop at exactly that range. When it gets to that spot, it fires the attack. My theory is that it's getting the wrong range number, either miscalculating it or (more likely) looking at the wrong row in the array. That when it has moved to the spot it picked, to what it thinks is "in range" for the next attack, it tries to fire that attack, finds out that it's out of range, and the logic fails, stuck. If the target moves, though, it has to recalculate the path to the attack, and apparently this time it gets the right range for the current attack in progress.

When this bug hits, both Mercs/* and Thugs/* masterminds are basically robbed of half of their ability to soak damage, and about a third of their damage output, until they wrangle some finicky commands to out-smart the broken AI. And while they're doing that, they're not supervising the other 5 minions, or attacking, or healing, or buffing, or debuffing. When this happens in the middle of a boss fight, and it has several times to me, it's a miracle if you don't end up kissing carpet.

(Yes, I've submitted this as a bug report - the part that fit, anyway. That's why I'm posting it here, because I didn't have room to explain it in the /bug form.)


 

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the assbot has different ranges on his attacks too


 

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My "Gang War works great against EB's" theory fell apart today when I ran into Calystix.

Stupid coral.

Calystix really must of smacked the crap out of my Bruiser.


 

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My "Gang War works great against EB's" theory fell apart today when I ran into Calystix.

Stupid coral.

Calystix really must of smacked the crap out of my Bruiser.

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Holy [censored] Batman she smacked him sideways!

OMG sides hurt!

My roomie's yelling at me for laughing so loud. Must... show him... pic!


 

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That must HURT


 

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My "Gang War works great against EB's" theory fell apart today when I ran into Calystix.

Stupid coral.

Calystix really must of smacked the crap out of my Bruiser.

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LMAO!!!! Well think of it as a temp implemintation of bugs bunny type cartoonish behavior. Did you go in singing "kill da wabbit?"


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Found a huge and deadly glitch with the Bruisers.

Periodically, if you order the Bruiser to attack a target that he is not currently standing next to, he will run up to about 2 feet out of his own melee range, and then just stand there. He won't move. He won't attack. He is just plain out of the fight, until one of the following happens: until the enemy he's targeted on moves, or it dies, or you use the Go command to move him yourself (and even that's problematic) or you switch targets and tell him to attack that one instead.

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Yes, I've noticed this, also, and while I can usually get him to do what I want, it's quite annoying that the AI doesn't have a better grasp of what he's ABLE to do. I have no problems with him coming close, hand clapping, and then following up with melee, the problem is he won't do that. He will always stand at range, and hand clap nonstop unless the mob you've told him to attack actually comed to him, or by some miracle he brushes up against something when he's left on his own. In his current state, he's quite a handful, not only being blocked by the other pets most of the time, but then not attacking if he's lucky enough to get close to whatever I'm asking him to attack. That being said, if babysat, he does pretty well. I just hope they smarten him up a bit in the future, so I can tell him to go somewhere, command him (and my other pets) to attack, and feel confident he's going to make good choices on what attacks to use and how close he needs to be.


 

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and my over powered state ment came from it's appearance, like a clock. and if it's a buff, so it could be a mini hasten buff. imo


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That appears to be Ghost Widow's patron symbol.

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Yep. If you remember that black widow spiders have hourglass symbols on their thoraxes, it makes perfect sense.


 

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Now that I'm a "pistol-packing momma", I really need to accessorize my costume with a set of holsters. I could use either belt or shoulder holsters (or ideally, a choice between both). I realize it's probably way too late for new art work in Issue 7, but could we add holsters to the list for a future release?

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/signed

Personally I think its a bit rediculous to be pulling out 50 cal. sized handguns from what appear be secret compartments in my torso?

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As opposed to be pulling out a gigantic assault rifle from a secret compartment on your shoulder?
And here I thought rifles were usually holstered on the back.


 

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5.) What in gods name are you guys talking about? Sound of the gun... Does it really matter? For as cool as it looks, and as much damage as it does, I wouldn't care if it Quacked when i fired, grow up.

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DEVS, PLEASE DO THIS.
DAMN IT, PLEASE.

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I support Quacking!


Total Focus is a hold, right?

 

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I noticed that the spent brass cartridges from my pistols get kicked around when characters run past them, which is neat. However, unlike defeated enemies, the brass stays there for a long time, perhaps for the length of the mission (haven't seen any decay yet). Is that intended? Seems like it would be a major cause of lag in long battles...

(Couldn't find this when I searched the forums - sorry if this is a repeat)

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Just wait until Hami missions with villains. Can't wait to see what all the new objects add to the lag.


Total Focus is a hold, right?

 

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Feh. I think they should do this with everyone, or spread around some options of choosing male/female characters. Can you imagine a wraithly, beautiful, furious female Liche? Or a tough, tom-boy Commando? Or a hot girl-ninja?

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Options good.

Random bad.

(I would seriously go ninjitsu assassin on everyone in a 120 mile radius if they gave my Merc MM a girl -anything-.)

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The variety of thugs makes it very difficult to come up with a character concept. I would really like to see the same ones all the time, or be able to customize them to be the same each time summoned.


Total Focus is a hold, right?

 

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8. Would it kill you to throw in some randomized women as well as men? I mean, is there some guild rule among thugs that they all have to be guys?


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Feh. I think they should do this with everyone, or spread around some options of choosing male/female characters. Can you imagine a wraithly, beautiful, furious female Liche? Or a tough, tom-boy Commando? Or a hot girl-ninja?

I'd just like to see some ladies among MM pets REGARDLESS.

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Yep. I threw out my Zombie MM idea of the Zombie Lord and his Egyptian Queens due to this.


Total Focus is a hold, right?

 

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Updating my previous bug report: It's not an indexing error. It's a queuing error.

Periodically, the Bruiser will decided that its next attack has to be Thunder Clap. Unfortunately, it will decide this when Thunder Clap is still far, far in the future. If left alone, it will stop at the edge of Thunder Clap range, stand there without moving and without reacting to attacks and without obeying any order other than to move or switch targets, until Thunder Clap eventually recharges. Then it fires Thunder Clap and goes on with its attack cycle.


 

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Umm, I cant read through all these posts, but I noticed that I can't push my thugs out of the way like my other pets.


 

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So now that everyone has had more time with the thugs, what are your impressions?


 

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So now that everyone has had more time with the thugs, what are your impressions?

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I'll write more when I get to 32, but for now, I'm impressed.

If the AI bugs are cleared up, this will be a very strong set on live. The Enforcer's buff's are great, the damage output is awesome and Gang War is a lot of fun. The Dual Pistols are the icing on the cake!


 

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On_Demand:
I'll write more when I get to 32, but for now, I'm impressed.

If the AI bugs are cleared up, this will be a very strong set on live. The Enforcer's buff's are great, the damage output is awesome and Gang War is a lot of fun. The Dual Pistols are the icing on the cake!

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The buffs are that good? Any reliable numbers on their bonus? I mean the buff seemed nice but it didn't seem anything special to right home about. It sure would be nice if the buffs also worked on you. Gosh the Protector Bots give you some nice bubbles. Why not a little leadership bonuses from your henchies? Every good leader (or mastermind) should listen to the good advice of his subordinates.

As for the pistols... I like them so much I would still play the set if my henchmen looked like girl scouts. Sure the two pistols aren't realistic but you've got a certain style going on.

Actually those girl scouts might not be such a bad idea. I would love to see them using Dual Cookie Toss and Empty Cookie Box. Oh please can we have evil girl scouts? *ahem*


 

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New MM Bug

Just noticed it happening today, but when my thugs fire, their guns vanish so that it looks liek they just squeeze their fists to fire. It then goes through with the redraw animation after every shot. MINE aren't going away, just the thugs' guns


 

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Can someone please post what the allowable enhancements are for the Thug MM powers? Thank you.


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Go here. Click on each power to see allowed enhancements.