Henchman AI Issues (17 April)


Canine

 

Posted

I last made one of these posts on 22 January and I thought it was time for an update. Alas, it also seems none of the AI issues have been addressed.

Looks like I am going to have to start popping in workarounds with each so that people can start bypassing the problems.

Please, if our EU Admins can raise this list to the developers I'm sure we'd all feel a lot better (although better still once the devs fix them).

Onwards...

Ninja Criticals
All henchmen are hard-coded to prefer range or melee. Zombies prefer melee, Drones prefer range for example. This sometimes goes awry and they will behave contrary to expectations. That is normal enough and copeable.

There are times, however, when henchmen should immediately head into melee. Specifically for Ninjas when they use Placate or Hide. Or if Smoke Bomb is used on a Ninja henchman so they can Critical. They should, at this point be forced by the AI to use their most devastating single-target attack that is currently available in melee range. Not throw caltrops, or fire a bow thus wasting the power or ability.

Workaround: Use the goto command to place your Ninjas directly into melee. I'm sure most Ninja Masterminds are used to this by now (a sad state of affairs.

Burn Patch/Caltrop/Toxic Gas Fear Effect
I'm sure this also has been noticed when a henchman lands in a Scrapyarder Demolitionists Burn patches, Tsoo caltrop fields or Rikti Monkey Gasses. They flee as per a regular mob and stop responding to commands. And I mean flee - any direction, completely uncontrollable to aggro other mobs.

They should step out of the patch then resume their orders - not go down a corridor or two first. Or, if currently fleeing and issued a goto or follow, to follow that command instantly. The only command they should ignore is a Stay.

Workaround: Issuing a Passive/Stay combo will allow you to regarin control of your henchmen. Issuing a new Attack order will also sometimes override the fleeing

Team Aggro
This is a new one I've started to encounter when on teams, and usually with Masterminds aboard as well (though works with Dominator Pets). I can be apart from the team completely, with no mobs nearby but if my team engages some distant mobs my henchmen will suddenly decide they need to get some action too and start heading towards them. At intervals they'll run back to me and generally it's a shambles.

I expect this may be due to other henchmen classing as allies in the same way they respond to each other being attacked.

They're my henchmen, and should only be responding to direct threats to themselves or myself (like they do when no other pets are around). Under these circumstances, they should just stay put. Seriously - this is quite crippling for PvP Zones or in missions when you haven't even prepared your henchmen for combat (Upgrades, Buffs, etc.)

Workaround: As soon as you summon your henchmen put them in Stay/Passive for the upgrade period. Have them follow you around on Passive to stop them haring off. I know this is sub-optimal with Bodyguard coming along but it's the best we got

Group Flight
Possibly an issue with the power itself combined with the follow AI but henchmen will not keep up with a Group Flying Mastermind if he does not make frequent stops to let the catch up.

Henchmen should travel at a slightly faster speed than a Mastermind using Group Flight so that they can catch up with the player, and compensate for the decision time that a henchman has before it follows anywhere.

Workaround: This can be alleviated by setting a henchman on auto-follow then issuing goto commands for that henchman (so you're never going faster than that henchmen and the others can catch up)

Group Teleport
This Group Travel Power is a nightmare for Mastermind though as currently the henchmen do not get the 3-5sec hover that a player does. This means as soon as the Mastermind starts trying to teeleport into the air rather than along ground level, their henches will plummet.

The appropriate hover time needs to be coded into the henchmen themselves so that this Group Travel is viable again.

Workaround: Either Teleport along the ground, or have Group Fly as well. Yep, neither is a good option!

Stuck Henchmen - Lifts in Missions
Raised by Kalgoras
"Not sure if this is an AI issue or game mechanics When going through lifts in missions, the Assault bot seems to spawn on top of another minion, which results in 1 or sometimes both being stuck."

Workaround: Get more than 170 yards away from the lift, Recall Friend or sometimes Group Fly can help. Failing that go back down and up the lift.

Auto TP and Stay Commands
Raised by Soul Warden
If ordered to stay, and if you get too far away from them (travel power or something), they get "teleported" to you. OK, this is OK. But AFTER that teleport, they loose the "stay" command, and will follow you around until the command is given again.

Workaround: Reissue the stay command

---

I really do hope most of these are due to be addressed in Issue Seven, as with the Bodyguard feature coming that is reliant on leaving henchmen in Defensive/Follow and most of the workarounds requiring Passive/Stay it will be negatively impacting Masterminds.


 

Posted

A couple more I noticed in my time with Mr Stompy and Co.

Pets + Recall Friend + Stay command.

Put your pets in stay

Go somewhere else.

Recall one of your pets to your location.

Watch as the pet appears next to you, then merrily runs back to where it was told to stay. So the stay command isn't a 'dont move' command, it's a 'remain as close as possible to the point in space you occupied when you received the stay command' command. A goto set individually on their current location, if you will.

Workaround: remember that Stay doesn't mean stay wherever you're put. Not a lot else you can do about this one. Maybe it's not a bug, but it's not the behaviour I'd expect. If I want my bots to stay at a set point, I use Goto. If I want them not to move, I'd expect to use Stay...

Oranbega Portals and pets

So, you're in an oranbega map and you come to a portal. you go through the portal, but your pets don't follow you. Instead, as you wait for them to pop through the portal, you notice their health dropping, and eventually, either all your pets have died, or the remainder come charging down the corridor toward you from the unexplored end, with a train of aggro in tow.

The main reason this is such a pain is that the pets have a pathfinding algorithm that doesn't care whether or not you know that there's another passageway which loops three times round the map and gets to your new location, IT knows, so your pets take a three mile route march round the map to get back to the warm and fuzzy feeling they get from just being near you.

Workaround. One pet at a time, put them in stay on the original side of the portal, then start recalling. While the recall friend animation is in progress, put the targeted pet into follow mode, or, issue another stay command as soon as it appears next to you.

Not fun.


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

I don't know if this is fixed yet?

Missions with Freaks:

When a freak rezzes, the pet's will automatically rush back to kill the freshly rezzed freak and constantly try to go back and kill them after following an attack order on another npc. I don't know what makes the freshly rezzed freak top of their kill list!

[This could have been fixed by now, not played any of my MM's in a while ]


 

Posted

Newly summoned Henchmen resume the orders of their dead counterparts unless the command is revoked AFTER they become active; which usually means they're already halfway into danger.


 

Posted

In a few goldbricker missions i had:

Robots / Dark
Passive -> grand invis -> goto -> aggressive

Will result they just standing there doing nothing untill you either order 1 to attack a mob or you attack a mob (last case you get the agro).


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Posted

Two small things:
a) When issued the Go To command, my robots tend to "jump" from time to time. This is nothing gamebreaking, but it's annoying, and disrupts RPing.
b) The Protector Bots are obsessed with protecting... but they aren't smart about it. They will protect the Seeker drones, they will protect other party members' pets, they'll protect any nearby friendly object. However, they will cast a shield on me LAST, they don't shield other teammates, and why, WHY shield seeker drones?


 

Posted

There is an AI bug that affects Bots in the Respec mission. When fighting the thorn tree using attack my target sends them running into melee with the thing. Way around it is to use the goto command a small way off and the use the attack my target command. This means they stay still and fire at range.


 

Posted

The stay command is not a stay still command it is in effect a goto command centred on the henchman which explains the behaviour you saw. The only way this will change is with the Dev's recoding that bit of the AI (which is doubtful).


 

Posted

minor one on the mercs.

When they finish off 1 mob and there is a 2nd one still to shoot, they redo that stupid weapon draw animation. Unlike the hero-version, where a certain period you will keep holding the weapon after wich it dissapears, they put away the weapon the moment a mob is defeated.

Few times if i press repeately the attack button, they will redo the draw animation over and over, instead of just holding that stupid gun, causing annoying delay of firing.


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Posted

[ QUOTE ]
Workaround: This can be alleviated by setting a henchman on auto-follow then issuing goto commands for that henchman (so you're never going faster than that henchmen and the others can catch up)

[/ QUOTE ]

Thanks for that. I haven't got group fly yet but I didn't know this.


 

Posted

And just in case anyone was interested...

[ QUOTE ]
From: Bridger
Thanks, Master_Zap - I'll be sure to highlight your excellent post in my next report to Cryptic, and if I hear anything back, I'll let you know.

[/ QUOTE ]


 

Posted

Once ive taken a decision no matter what it happens i take the decision Signed - A Ninja

This frequently happens on small areas surrounded by obstacles(ie the open containers of the ships missions)...the first ninjas take their position.The rest of the ninjas cant get into melee(just because there is no space left).But...they have already chosen to go to melee so they simply keep walking at the back of the ninjas that are on melee doin nothing but run with a face that looks like "let me in! let me in ! plis! Im gonna kill that mob if you let me in".

If the ninja cant get into melee they should use ranged and not been running the same 5ft(well I love moonwalking but when a purple boss is hitting you...lets leave it to the disco floor,right?) till the mob is dead.

Solution: it usually gets solved putting on passive and instanly on aggresive(usually,the 3rd time you put on passive and the ninja makes the same moonwalking it gets irritating)


 

Posted

I think that range vs melee seems to be a problem for every set. Once a mob starts running away from melee range, most of the time my pets follow him to finish of their awaited melee power instead of instantly swap to ranged power again.

But agree, ninja's are really the bad one in that case


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