Originally Posted by Delta_Strider
Also AFAIK Protectors run into close range for the same reason the Medic does: They're trying to attack with their heal.
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Mild irritation about bots.
Well, that's interesting. And tiresome. I assume that asking for this to be fixed has been done and bemoaned already?
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That said, I don't remember this bug occurring until MA was released, because it made soloing some Custom AVs/Heroes impossible.
My protector bots are doing this right now in paper missions Oh well, it could be worse.
The problem is that the Mastermind henchmen share the same AI with your enemies. The behavior you want to see, a Bot staying in one place, waiting for a foe to come into range before he begins shooting at him, would be exploitable on a foe. You could stand out of range of his attacks, fire at his with your attacks that had greater range, and finish him off without him ever firing at you or moving in closer.
Likewise, as mentioned, the AI is programmed for one or two members of a spawn to charge into melee to break up the ENEMY spawn. It makes combat both easier, since the foes aren't protecting each other, but also harder for squishies that have to evade the foe charging at them. If the devs made it so Bots didn't charge into melee, then ENEMIES would never charge into melee, and Blasters would never be at any threat.
Now, it's more complicated than this, there is AI that "prefers Ranged" and AI that "prefers Melee". Bruisers, Ninjas, Necro, and melee-centric MOBs are all set to prefer Melee. MOBs with good ranged attacks and the henchmen I didn't mention previously prefer Ranged. Still, there's got to be that one Ranged fighter that likes to close to melee in each spawn, and if your henchmen didn't do that, your foes wouldn't either.
One aspect that can cut down on this is putting henchmen in Bodyguard, as mentioned, they have a tendency to let their foe get out of range occasionally rather than run after them. Another is that henchmen that have run out of ranged attacks and have a melee attack recharged will often run into melee, so they can use that attack. If they don't HAVE a melee attack, or they have enough ranged attacks that they don't end up firing them all off and sitting doing nothing, they will not have this problem. This is why the Medic had his melee attack removed. Fully upgrading a henchman can help solve the problem since it usually gives him more ranged attacks.
The other thing is that running into melee and giving chase to a runner, while it seems different, is somewhat the same. The chasing henchman is only trying to keep his foe in range. The best way to stop this is to be quick on the Passive key, to stop the chasing behavior and force him to come back. You can do this about running into melee, too, but usually you only have one henchman doing that, while if you've got a henchman chasing runners, they probably all are, either that or your other henchmen have given up and are waiting. In that case you can Passive Follow to call them back. Once everyone has dropped aggro, you can usually set back to Defensive.