Dear Devs...


Abraxxus

 

Posted

This might have been posted before but meh..

Dear Devs,
Please remove brawl from the Mastermind Mercenary attack chain. These guys are carrying rifles, heavy weapons, and the like. I see no need for any of the soldiers, much less the Medic, to simply throw down his weapon and charge into melee range of any enemy in the game.

Thank you,
Abraxxus

Im sure there are those that may feel differently, but my opinion for the 1.5 cents its worth is mercs are better off without "Merc Brawl".


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Posted

I believe brawl should be removed from all Ranged pets, Mercs, Bots, Thugs (except Bruiser).

Not only would that help the survivability of the pets, but it will stop them from droning themselves darnit!


 

Posted

Would it be too much to also have the basic henchmen attacks recharge be reduced a bit to compensate the loss of an attack?


Branching Paragon Police Department Epic Archetype, please!

 

Posted

Wait... I thought the Devs took out the Medic's brawl attack two issues ago... when did they get it back?

I'm actually okay with most of the pets having a brawl attack. The one that makes no sense to me is Prot Bots... the DON'T have a Brawl, or any sort of melee attack, yet insist on getting into melee range.

Of course, now that I've gotten Upgrade, I can sort of understand it as a way to get the Prot Bot's Seeker Drones to latch onto something... but I still think it's a rather suicidal way for the AI to work.


-This Space Intentionally Left Blank.-

 

Posted

A long time ago, brawl was removed from the mercenaries due to some kind of AI bug. This more or less fixed mercenary behaviour.

Sometime later, the original AI bug was supposedly fixed, and brawl was added back in. Thus breaking mercenary behaviour once more. While they wouldn't pick brawl over a better attack anymore (right?), they would still happily run into melee range when brawl was their only available attack.


It is my very personal opinion that mercenaries should just stand still and shoot the heck out of whatever you point them at. They did that in the brief brawl-free respite we had. I havn't seriously played my merc MM since shortly after brawl was reintroduced.


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Posted

Merc brawl is annoying. Graveknights using ranged attacks almost always is also rather frustrating. My Genin also seem to prefer using the single throwing star over all their melee attacks. So ranged run in, and melee don't. Yeah, still some issues with pet AI.


 

Posted

Quote:
Originally Posted by HK008 View Post
Merc brawl is annoying. Graveknights using ranged attacks almost always is also rather frustrating. My Genin also seem to prefer using the single throwing star over all their melee attacks. So ranged run in, and melee don't. Yeah, still some issues with pet AI.
My fondest wish, for the longest time, has been a mastermind command that switches pets between "Keep at Range" and "Get into melee" behaviors. That would be awesome. Imagine it...a world where "Go to this location and shoot" is not shorthand for "go to this location and shoot...until you get bored; then run into melee range and get squashed into a sticky spot on the floor".


 

Posted

Yes please. Also: Look at serum. That has got to be the dumbest mastermind power ever. And when you compare it to Gang War and that Ghostie Spirit, its 10 times worse.


 

Posted

/signed, Brawl is very annoying for my ranged pets, why do they even need an melee attack?


 

Posted

Quote:
Originally Posted by Dark Chewster View Post
/signed, Brawl is very annoying for my ranged pets, why do they even need an melee attack?
Theoretically so they have an additional attack for when enemies close in on them.

Where it fails is in the AI brain fart already mentioned - if they have a Brawl Attack available, and nothing else is recharged, they WILL run into melee range to use it. (And sometimes, the will do this even without the melee attack... *coughProtectorBotscough*)

I'm all right with the Mercs having a Brawl in general. But isn't the Medic putting himself in harms way enough by having a shorter range than his fellows? Does he really need to be suicidal too?

Oh, and while we're at it - Change Rifle Butt to Beanbag, please!


-This Space Intentionally Left Blank.-

 

Posted

Quote:
Originally Posted by HK008 View Post
Merc brawl is annoying. Graveknights using ranged attacks almost always is also rather frustrating. My Genin also seem to prefer using the single throwing star over all their melee attacks. So ranged run in, and melee don't. Yeah, still some issues with pet AI.
Really i thought Graveknights were ranged attackers and their pointy sword was just to look badass.


 

Posted

I kind of think the annoyance and possible "stupid death ahead for my pet" factor of the brawl and rushing into melee range was a planned thing on the dev's part. MMs are so freakin' awesome, there had to be at least something to hinder our rampages. It may be called "balance".


 

Posted

Dear devs, just delete the merc set. You guys failed.


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Posted

Quote:
Originally Posted by SinergyX_EU View Post
Dear devs, just delete the merc set. You guys failed.
And there was me thinking about rolling Mercs/Poison this morning despite already having Mercs/Traps. MM pets AI needs tweaking but deleting the set is a bit much.


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Posted

Quote:
Originally Posted by SinergyX_EU View Post
Dear devs, just delete the merc set. You guys failed.
My 50 Merc/Traps makes me want to play the 1812 Overture in the background every time I play them.


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Posted

Quote:
Originally Posted by Shannon_EU View Post
And there was me thinking about rolling Mercs/Poison this morning despite already having Mercs/Traps. MM pets AI needs tweaking but deleting the set is a bit much.
You have to bring it 'more doomfull' then it actualy is. Apart from the general changes to MM's, mercs itself _never_ got any attention at all, ok 1 post in terms of 'we look at em'.

Only brightside was commando started to use is LRM and seals the snipe. But in no term they are even close to equal to any other set.

So i just say, skip merc leave em be. Focus on the new demon set and let merc be the gimp set (just like every other AT has a certain gimp set).


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(50)MaceX/(50)Encore

Sign the petition, dont let CoH go down! SIGN!

 

Posted

Quote:
Originally Posted by SinergyX_EU View Post
But in no term they are even close to equal to any other set.
They are in single-target damage, especially once loaded with the procs available to -Def sets.


 

Posted

Quote:
Originally Posted by BlackSly View Post
once loaded with the procs
Get my point?
So u even need IO procs to get em par with other sets?
While devs said IO's should never be part of global balance.


50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore

Sign the petition, dont let CoH go down! SIGN!

 

Posted

I thought the dev got rid of Medic's brawl with the upgrade? I haven't paid much attention but my Commando seems to run in to brawl sometimes.

I say get rid of brawl all together.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

brawl is useful especially when a melee foe runs into the middle of all my henchmen and gets pounded to death. If only they can get the AI to use brawl only if the enemy is within melee range... spose all this tweaking and changing of the AI causes just as many problems as it solves.


 

Posted

Quote:
Originally Posted by The_Static_Man View Post
brawl is useful especially when a melee foe runs into the middle of all my henchmen and gets pounded to death. If only they can get the AI to use brawl only if the enemy is within melee range... spose all this tweaking and changing of the AI causes just as many problems as it solves.
I'd be happy if they added a "Hold Position" command. This would mean that pets are not allowed to move, except when pushed or ordered directly to move by the Mastermind.


 

Posted

I personally would love the ability to turn off my pets ranged ability. Being Necro/Dark I get so tired of watching my knights just stand around pretending to be blasters. I end up using the 'go to' macro all the time just to re-position them to get them to melee. Even then I'll watch as one just refuses to pull his sword and continues to blast away.


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Posted

Quote:
Originally Posted by SinergyX_EU View Post
Dear devs, just delete the merc set. You guys failed.
My Merc/Pain works just fine thank you.

I enjoy threads like this very much, I knew the removal of recharge would fix nothing. All it did was hurt DPS of pets across the board. People will still complain about AIs on Mastermind pets.

Be a mastermind and take control, make binds/macros. This AT would be way overpowered even if the Devs could make perfect AIs.


 

Posted

While we are wishing for more intelligent AI lets add someway to remove minor pain reactions to Necromancer pets.

Explanation, on my 4th MM I decided to finally try out Necro/DM and around 41 or so imagine my surprise when my UNDEAD MINIONS started running around like stupid morons with tacks in their feet when faced with Knives of Artemis caltrops attack. OMG that's stupid.


 

Posted

Quote:
Originally Posted by MaestroMavius View Post
I personally would love the ability to turn off my pets ranged ability. Being Necro/Dark I get so tired of watching my knights just stand around pretending to be blasters. I end up using the 'go to' macro all the time just to re-position them to get them to melee. Even then I'll watch as one just refuses to pull his sword and continues to blast away.
I used to be like you who want Grave Knights to go in all the time but not anymore. GK's range dps is probably the highest of all. I know it's just Dark Blast and Gloom but those two are ranked on the top 3 in terms of damage + activation time. Spec-Ops would spend like 6s to finish both attacks while GK already cycled two and the third is coming up. GK also has pretty pathetic resistance. They don't have lethal AND smashing...

I am happy when my GK just blasts at range and I focus on healing zombies. GK's blasts also debuff tohit too.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.