fix the darn AV AI


Chad Gulzow-Man

 

Posted

I was playing an AE mission i had made with AVs for my friends and I to fight but the AVs do everything BUT fight. We had a 3 MM team, thug/therm, demon/therm, thug/pain, and all the darn AVs did was run away the WHOLE time. They would only fight for about 5 seconds and then run away until they died. In the architect options I set the AVs to not run away for minion or health reasons but they still run away the whole fight.


 

Posted

Quote:
Originally Posted by Dark_Existance View Post
I was playing an AE mission i had made with AVs for my friends and I to fight but the AVs do everything BUT fight. We had a 3 MM team, thug/therm, demon/therm, thug/pain, and all the darn AVs did was run away the WHOLE time. They would only fight for about 5 seconds and then run away until they died. In the architect options I set the AVs to not run away for minion or health reasons but they still run away the whole fight.
AVs don't like being debuffed.

Or hurt.

Or called names.

They also have social anxiety.


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Posted

Setting them to not run away simply means they won't run for the exit and then force the arc to end if they get out. I have two questions. First, what powersets does it have? Second, do you have it set to Melee or Ranged? While wonky, Ranged will try to keep its distance. With certain powers, it may be trying to get to a specific range and having issues with AI since it can't figure out how to maintain that optimal range while you're trying to kill it. Doubly so if you have heavy debuffs.


 

Posted

Quote:
Originally Posted by EmperorSteele View Post
AVs don't like being debuffed.

Or hurt.

Or called names.

They also have social anxiety.
You can also emotionally scar them by telling Yo Mama jokes.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Quote:
Originally Posted by Dark_Existance View Post
I was playing an AE mission i had made with AVs for my friends and I to fight but the AVs do everything BUT fight. We had a 3 MM team, thug/therm, demon/therm, thug/pain, and all the darn AVs did was run away the WHOLE time. They would only fight for about 5 seconds and then run away until they died. In the architect options I set the AVs to not run away for minion or health reasons but they still run away the whole fight.
It sounds to me like you didn't give the AV enough attacks. When enemies don't have attacks they will often run until their attacks recharge. Even if they have many attacks if they are heavily recharge debuffed, the attacks won't recharge fast enough causing them to run. They're not going to just stand there and be hit if they have no way to attack.


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Posted

I have several different AV's made, all of which run away from our 3 man team.

DM/Invuln-Melee-All attacks but soul drain taken: he'll do a punch, run away for a good 2 minutes, punch again, repeat.

Fire Blast/Energy Manip-Ranged-Most all attacks taken: he fights a little more but still is a game of duck-duck-goose.

Super Strength/Stone Armor-Melee-All but rage taken: he does the same as the first, he'll try to run but to no avail. Once every minute or so he'll whip out a footstomp or a hurl boulder.

Spine/Dark Armor-Melee-All taken but buildup: He just runs, might do a spine burst every couple of minutes but other than that hes a marathon runner.


 

Posted

The arsonists firebomb has a high mag afraid (50) that lasts ~10 seconds, considering you had two of them in action there is a very good chance the AV would be scrambling the entire time.

Solutions include powerpool provoke or spamming patron immobs to keep them planted. I'm not sure what the threat modifier on MM provoke is but,

All I know is that on my bots/storm I have:
50 afraid from assault bots incendiary missile
10 afraid x 2 from tornado
50 afraid x 2 from lightning storm
=170 afraid on the target most of the time

And they keep running away even if I taunt them non-stop. It's either immob them or be prepared for them to bolt. Some of them are more brave though and will keep fighting, but lots won't.

I dunno.


 

Posted

Just a quick update. I had played the mission again last night with some friends but I used non-custom AVs. Specifically anti-matter, bobcat, and chimera. When we fought them with the same characters as in the first post none of those AVs ran like babies while all of the custom ones do no matter how many attacks I give them.


 

Posted

Quote:
Originally Posted by Zamuel View Post
I would assume that the canon mobs have a much higher amount of fear resistance/protection built in.
That's probably correct.

I did some tests with a regen / willpower AV set, and they do not appear to carry Archvillain esoteric resistances.

I think you can get around this class limitation by giving custom AV's powers with resistances to fear / terror, such as the Dark Armor set.

***

I did also uncover another interesting bug that I filed. It can be seen at the end of Transverse Experiences: 404018. If the ending Ebby is stunned when the flee signal is given, the Ebby promptly runs for the door at full speed, still displaying the stun animation.

Ergo, there is also another possibility that certain triggers in the system will over-ride existing enemy status effects.


 

Posted

Another thing to look at might be the map you're using.

The last mission of the arc in my sig used the outdoor Cap au Diable PTS map originally, but the end boss AV just ran his little legs off during the whole fight. I later switched it to an indoor lab map, and since he rarely leaves the room he spawns in, the fight is a lot better/smoother/more challenging/more fun now.


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