Official Thread for Masterminds: Thugs


008Zulu

 

Posted

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Ok,
So I got my thug MM to 30 today.

This is my 2 cents, well, maybe 5 cents.

1.) I LOVE the sound that we make to call the low thugs.
I mean, it is unique, its just like a gang members whistling for his/her buddies. I even spawn pets just to hear it.
2.) The whole random look of your thug when you spawn, very nice.
3.) The 2nd tier pets, I don't know if it is just me, but he seems to be a bit on the stupid side compared to the others.
For example.
So I am in a mish, and im walking down the cave, getting ready to take on some CoT right, and this idiot just goes hauling out from behind me and goes off runnnig forward into the mobs, and runs back bringing them to me, then decides he will turn around and shoot. O.o
4.) Gang War, this is probably THE most confusing power ever invented. When you call forth the 10 gang boys to come fight for you its like.. WHAT ARE THEY DOING! NO CONTROL!
Personally, I love it that way!!!

Lastly, my 5th cent.
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.

Thank you for your time XD!

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How's the Brute? Does he seem to have some toughness?


Protector: Tulare 50 Inv/SS/EM-ph1x3r 47 Bots/Traps
VIP: VIC-29(Traps/AR) - Corinth(Grav/FF) -Wrecka(Claws/SR)

 

Posted

Well, that, your right, I didnt think to include it.
The Brute is actually more like watching a tanker play a blaster for the first time.
While his tendancies are to run up and hit things, which I dont mindas he deals good damage, the bloody guy needs more HP, he dies to easily.


 

Posted

I keep having my summon/power icons disapear out of my trey and my ctrls dont save nor do my binds or macros. Anyone else?

Other stuff like if i tell em all to attack they kill the one and stand there forever letting the other guys from the mob run in and start messing us up. And in def mode is twice as bad my guys hardly ever attack making bg kinda useless. Unlike mercs who attack anything within reach and zombies who chase down anything they can eat these guys like to just stand there looking weak..


 

Posted

I made a Thugs/TA MM last night. Logged into Breakout and had no pet controls on my tray. Pre-I7 there were default controls. I summon thug, use advanced options for controls, and attempt to drag commands to my 2 tier tray. I cannot at all drag the pet all follow command to my #1 tray. I thought maybe I'd had on the setting to not drag pet controls, checked, no it's off (I think that only applies to once they're in the tray, but I wasn't sure). After numerous attempts I tried to drag the stances down to the 2nd tier, those worked. Thinking it must be lag, I go back to trying to drag down Follow. I can place it anywhere but in the first slot on tier 1. Eventually I get it there, I don't know how. I wasn't doing anything differently.

I did the missions up to the Jenkins mission with no trouble. Dismiss pet, enter door mission, lag loading (to be expected), get in and...no more pet controls. Poof. I summon thug, start all over with the dragging and placing. I run into a little of the same problem but it wasn't as bad the second time. For the heck of it, I scrolled through the #2 tray to 3, 4, 5, etc. And on one of those was my pet controls. Hmm. Dupe of the ones I just set, or did the poofed ones warp to another #? Deleted those. Finished the mission, dismissed thug, exited expecting the powers to poof again, thankfully they didn't.

I never had the powers disappear after that. I did a few door missions without incident. I only made it to level 4 before I had to turn in, but so far thugs seems pretty powerful. I took on missions easily that I'd had difficulty with on other ATs, even other MMs. But it's too early to tell yet how this will play out.

Other slight problems: When first summoned in Breakout, the thug runs all over the place even when told to follow. I could only make him stand still by using stay.

The first thug seems a bit slow on the uptake. When I'm attacked he sometimes does nothing for a more than adequate amount of time before he begins to attack back. (In defensive). When telling him directly to attack my target, he also doesn't always respond a.s.a.p. I'm not sure if this is due to server issues or he's just dense.

I got a kick out of his, "Rock a bye baby" just before he delivered the coup de grace.


 

Posted

jar_of_clay73 wrote:

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After 3 short levels of Thugs, the only thing I noticed is the henchman AI is a bit dodgy.

I was near the Jailbird badge in Breakout and I summoned a Thug. I put him on follow. I proceeded to go down to my contact and my Thug got stuck on the 2nd floor. I have a level 40 Ninja MM and a level 26 Necro MM and usually calling them with "Follow" usually works but it didn't this time. I had to dismiss my Thug and summon him again.

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I've had 2 bots stuck in the middle of a 12 foot wide hallway where it met a large room. They kept running in place, bumping into each other. My mercs sometimes get stuck at a railing, unable to jump over and I've seen them get stuck in the lower portion of a ramp, such as in the warehouse missions. The first 2 examples, while not solved with just the follow command were easy enough to fix by me moving back to them and 'showing' them where to walk, the ramp situation was unfixable. I also had to dismiss and resummon.

With that in mind, I was going to ask the devs if it's possible that MMs come with an inherent teleport henchman power, even if it could only teleport them as a group. But in thinking about that, I can see it possibly being abused. Target a mob, run around a corner, send in henchmen and watch their health, teleport back for heals, send in again, etc. Eventually the target may make it to the MM, but maybe not. So that might not work.

Would it be at all possible then, to code in a command something like: "petcom_target stuck"? Like the player /stuck it will unstick a pet, but using a target, not all, or name? This way all we'd have to do is click the name in the pet window, hit that bind and get them back in business. I know I can dismiss and resummon, and rebuff, but when teamed it could slow down the pace if it's a fast moving team. Why not...unstuck them?


 

Posted

OMGS!

I can't summon my bruiser. -.-

Some bug, she calls, but he no come


 

Posted

Aw. I was hoping the summon for thugs would be snapping your fingers...


 

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Have you slept at al?!! lvl 30 in under 2 days? That's not grinding, that's polverizing. Grats..and geez i need to take a vaction from work to work on my toons full-time for a week

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XD!
I was at work, and i7 hit test, and suddenly I became very very ill..
Since then, I have been out with the mumps.

<.< >.>


 

Posted

Gonna take a chance that no one has posted this yet (yeah right...).

THere's a typo in the general Thugs description. "But their lieutenants possess good leadership shills..."

Not sure if that's of any consequence.


 

Posted

[ QUOTE ]
Gonna take a chance that no one has posted this yet (yeah right...).

THere's a typo in the general Thugs description. "But their lieutenants possess good leadership shills..."

Not sure if that's of any consequence.

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shill
Function: intransitive verb

1 : to act as a shill
2 : to act as a spokesperson or promoter

Maybe they just...promote good leadership? That or they take the lead in swindling people? Nah.


 

Posted

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I've only played my Thugs/Dark to level 4 and haven't taken the Punk yet, just was having too much fun with my pistol powers. I really was a full Pistols primary now.

As for the gun, they do sound a bit weak for what they look like. However, they do good damage against minions, just once you run into Lieutenants the damage falls off sharply it seems.

Most of the animations look good, the pistolwhip replacing Brawl was sweet, but for the crying out loud, why do we have the stupid sideways gangsta grip in there? Some of us want to look like we actually know how to handle a firearm.

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The guns do seem a bit huge on my smallish female character though.

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On my 3 foot tall character the guns look like they'd break her wrists with their recoil.

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Yes, people who know what they are doing in real life do not fire guns that way. However, it does look cool and it is genre specific. That gives it a pass in my book.

However, if you are such a gun afficionado, please join my quest to get shell cassings to stop ejecting out the side of the Punk's revolvers. Failing that, just give them autos. This would also fix the absurdity of tossing men with revolvers a rifle magazine to upgrade them. Haha, or, have the punk look at it, [censored] his head to the side as if saying, "The [censored] am I supposed to do with this?" and toss it back.

Firing a pistol "gangtsa" is 10x better than having spent cassings magicly pop out of a cylander. One is genre specific and the other is fundamently incorrect. It's like having the Katana's double bladed, or having arrows shoot out of the Assault Rifle, or holding the Bow backwards, etc...


 

Posted

[ QUOTE ]
I made a Thugs/TA MM last night. Logged into Breakout and had no pet controls on my tray. Pre-I7 there were default controls. I summon thug, use advanced options for controls, and attempt to drag commands to my 2 tier tray. I cannot at all drag the pet all follow command to my #1 tray. I thought maybe I'd had on the setting to not drag pet controls, checked, no it's off (I think that only applies to once they're in the tray, but I wasn't sure). After numerous attempts I tried to drag the stances down to the 2nd tier, those worked. Thinking it must be lag, I go back to trying to drag down Follow. I can place it anywhere but in the first slot on tier 1. Eventually I get it there, I don't know how. I wasn't doing anything differently.

I did the missions up to the Jenkins mission with no trouble. Dismiss pet, enter door mission, lag loading (to be expected), get in and...no more pet controls. Poof. I summon thug, start all over with the dragging and placing. I run into a little of the same problem but it wasn't as bad the second time. For the heck of it, I scrolled through the #2 tray to 3, 4, 5, etc. And on one of those was my pet controls. Hmm. Dupe of the ones I just set, or did the poofed ones warp to another #? Deleted those. Finished the mission, dismissed thug, exited expecting the powers to poof again, thankfully they didn't.

I never had the powers disappear after that. I did a few door missions without incident. I only made it to level 4 before I had to turn in, but so far thugs seems pretty powerful. I took on missions easily that I'd had difficulty with on other ATs, even other MMs. But it's too early to tell yet how this will play out.

Other slight problems: When first summoned in Breakout, the thug runs all over the place even when told to follow. I could only make him stand still by using stay.

The first thug seems a bit slow on the uptake. When I'm attacked he sometimes does nothing for a more than adequate amount of time before he begins to attack back. (In defensive). When telling him directly to attack my target, he also doesn't always respond a.s.a.p. I'm not sure if this is due to server issues or he's just dense.

I got a kick out of his, "Rock a bye baby" just before he delivered the coup de grace.

[/ QUOTE ]

Lesson of the day? Numeric keypad binds are your best friend as an MM.

Though, I really only end up using three for most situations, and have them rebound:

/bind q "petcom_all attack agg"
/bind e "petcom_all follow def"
/bind r "petcom_all goto"

Edit: Oh, and this one is just for fun. Try it!

/bind p "e bowdown$$petsay_all <em crack>"


 

Posted

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...the pistol sound needs fixing. It doesn't sound right at all, especially with the size of the hammers I'm toting around. They should at least sound like the handguns used by those Longbow Guardians.


[/ QUOTE ]

Agree 110%


 

Posted

After reading most of the "official threads" I would say that I7's test period will take well over a week.

Cricket, you can delete this now.


50Soulsunder: DM/Regen Scrapper
50Limitshift: EM/WP Brute
Victoria Nox: Dark/Dark Dominator
And about 5 others that change constantly...

 

Posted

The mastermind's pistol (quick single shot anyway) sounds like it fires mashed potatoes, it's a really weak sound.

Yeah the thugs were hard to control and I was a touch perturbed by the change in thug appearance from summon to summon. Blond hair to dark hair on a soldier mastermind isn't too troublesome, but when you appear to get a totally different thug each time it kinda negates the need to name them.

I'm liking the dual wield and pistol whipping and sideways 'pimp' shooting.


 

Posted

[ QUOTE ]
However, if you are such a gun afficionado, please join my quest to get shell cassings to stop ejecting out the side of the Punk's revolvers. Failing that, just give them autos. This would also fix the absurdity of tossing men with revolvers a rifle magazine to upgrade them. Haha, or, have the punk look at it, [censored] his head to the side as if saying, "The [censored] am I supposed to do with this?" and toss it back.

[/ QUOTE ]

Oh geez, I haven't even taken the pets yet so I didn't know about that one.


 

Posted

Pets vs. Civilians... (and Bodyguard)

I wanted to add that during the "Atlas Park rob-a-bank" mission, I had a hard time getting my thugs to zone in off the street into the bank. Finally(!!) when combat started, my Thugs attacked civilians and chased them to the door. I only really noticed it during the first two rooms inside the bank.

After we got further toward the vault, I don't really think I noticed it, but again, I was spamming different pet commands. This could be problematic if pets run off (and out of Bodyguard range).

Pistol sounds
I like the look and sounds as is. To be fair, if they got changed to whatever sound Longbow use, I probably wouldn't notice.


 

Posted

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The mastermind's pistol (quick single shot anyway) sounds like it fires mashed potatoes, it's a really weak sound.

Yeah the thugs were hard to control and I was a touch perturbed by the change in thug appearance from summon to summon. Blond hair to dark hair on a soldier mastermind isn't too troublesome, but when you appear to get a totally different thug each time it kinda negates the need to name them.

I'm liking the dual wield and pistol whipping and sideways 'pimp' shooting.

[/ QUOTE ]

I just got my 2nd Thug last night. I spent a lot of time on my 40 Brute trying to get him to 41. I like the addition of the tattoo's, but I agree with what was previously said about not having them stay the same as you summon them. The one I named Sammy died and came back looking like Frankie, the other Thug pet. Would it be any trouble to have them remain the same upon each summons as far as looks go? Also, just a tad disappointed at the animation to upgrade. It's the same as the MM with the soldiers. Is this something that will be permanent? On the positive side, I do like the whistle for the summons. I love the Dual Pistols and it's animation. Very cool.

Edit: forgot to mention that they have some control issues. My guys wander around like little kids who have just arrived at a Fair for the first time. And when I tell them to follow, they reply, "Whatver." Ha!


 

Posted

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I'd like to see it where we could choose how our minions look. Not in a costume designing way, I know that'd be a nightmare. But something where we could pick from the Thugs available who will be Thug #1, Thug #2 and so on.


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/signed


Quote:
Originally Posted by Hyperstrike View Post
English does not borrow from other languages. English follows other languages down dark alleys, hits them over the head, and rifles through their pockets for loose grammar.

 

Posted

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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.

[/ QUOTE ]

DEVS, PLEASE DO THIS.
DAMN IT, PLEASE.


 

Posted

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However, if you are such a gun afficionado, please join my quest to get shell cassings to stop ejecting out the side of the Punk's revolvers. Failing that, just give them autos. This would also fix the absurdity of tossing men with revolvers a rifle magazine to upgrade them. Haha, or, have the punk look at it, [censored] his head to the side as if saying, "The [censored] am I supposed to do with this?" and toss it back.

[/ QUOTE ]

I would, except being a veteran of GunZ, I stopped pretending to care. The revolvers eject shells and use clips just like in City of Villains.

Up yours, realism. More shells to kick around? I like.


 

Posted

Awwww... now I want a gun that Quacks. Big ol' blunderbus, a cloud of smoke, and a hardy hi ho Mallard Man!.


Google me at: 0118 999 881 999 119 7253

 

Posted

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I'd like to see it where we could choose how our minions look. Not in a costume designing way, I know that'd be a nightmare. But something where we could pick from the Thugs available who will be Thug #1, Thug #2 and so on.


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/signed

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I am glad I am not the only one who is thinking this way. Currently, you can summon a black guy, name him Trey, only to end up with an asian looking guy named Trey in the next mission.


 

Posted

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I'd like to see it where we could choose how our minions look. Not in a costume designing way, I know that'd be a nightmare. But something where we could pick from the Thugs available who will be Thug #1, Thug #2 and so on.


[/ QUOTE ]

/signed

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I am glad I am not the only one who is thinking this way. Currently, you can summon a black guy, name him Trey, only to end up with an asian looking guy named Trey in the next mission.

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OMG yes. Its tough to go for a mafia hood look and get a guy with a mohawk.....