fix the darn AV AI
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.
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Or hurt.
Or called names.
They also have social anxiety.
-STEELE =)
Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)
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.
"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.
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.
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Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here
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.
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.
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.
I would assume that the canon mobs have a much higher amount of fear resistance/protection built in.
I would assume that the canon mobs have a much higher amount of fear resistance/protection built in.
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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.
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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.
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.
Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
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Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093
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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.