Mercenaries MMs Apparently Broken?


Atlas_Centurion

 

Posted

I don't know much about Masterminds, but I do know Rikti Drones. Prior to I17, they would quite happily stay wherever they could get a shot at me. Now they close to melee for absolutely no good reason whatsoever. This is great news for my melee characters, but indicative of a larger change to AI that is probably not good overall.


@SPTrashcan
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Posted

True.
But Controller and Dominator pets behave the same...

I can't count how often I had to respawn my phantams because of this behaviour... Before I17 there was no problem but now you're better not summoning it.


 

Posted

I actually haven't noticed this on my Mercs/Traps, possibly because I tend to keep me and my pets in practically melee range anyway. However I have noticed on my Bots/TA that they started to charge in like idiots.

On the bright side, at least now your Spec Ops are getting use out of their melee disorients?


 

Posted

I'm gonna have to agree on them being broken by i17. I've tried all the MM's with the exception of DS, and originally found that the mercs had -the- best AI in terms of retarded pathing choices and just generally listening to what the hell I tell them to do. Its one of the main reasons I even stuck with it. Ever since i17 came that is no longer the case. Noticing that sudden "random pet wants to just take off in any direction across the zone," behavior again too, that was so prevalent with ninjas.


 

Posted

DO NOT TAKE THE MERCS ON A MAYHEM MISSION.

PERIOD.

Jesus, the idiots closed to melee with almost every car I blew up unless I kept heel-ing them and then re-aggressive-ing them every five seconds. They got killed more times than I can count.


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Posted

Mercs kept running to Vandal over and over and over again no matter how many GOTOs I did. Yea. Mercs. are broken.


 

Posted

Okay, I think we've confirmed at this point that ALL MM pets, and apparently even some range-preferring enemies (Rikti drones, gunners, etc) have broken AI. That's some major problem underlying the game that goes well beyond my soldiers being stupid.

Can we get some dev lovin' on this? Even if only to acknowledge they're looking into it. How do we get their attention, wave arms and shout and jump up and down? I already did a /bug on it...


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Posted

There's reports of problems on some controller pets too.

I hadn't had any trouble with my Bots/Storm on some maps, but on others it was just unmanageable. Bots all over the place, leading to enemies all over the place, just couldn't keep them controlled enough.

-Morgan.


 

Posted

Quote:
Originally Posted by Tramontane View Post
DO NOT TAKE THE MERCS ON A MAYHEM MISSION.

PERIOD.

Jesus, the idiots closed to melee with almost every car I blew up unless I kept heel-ing them and then re-aggressive-ing them every five seconds. They got killed more times than I can count.
Eh, just a quick note here....but if you are in a mayhem mission with ANY MM primary and you set your pets to 'Aggressive' mode they will always attack everything...since everything is an 'enemy'.

It's a good thing because it gives you bonus time for blowing stuff up (and badge progress) but also a bad thing when there are actual mobs hitting your pets and the pets are going for the car instead of the mob hitting them


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Posted

Quote:
Originally Posted by Charke View Post
Still doing testing - with mercs/pain, pets not upgraded, just using the lowest tier pets, I shot a mob. The mob fired back, and the pets, in bodyguard mode, fired one volley into the mob then they both rushed into melee range.

With pets upgraded, it was inconsistent. Occasionally both would close, sometimes one would close, but never did neither of them close (except of course when the initial volley killed the mob - nothing to close with).

If there are people (Emberly, for example) who are not having their pets close to melee range, I really want to get the the bottom of why. All of my new masterminds are plagued with this melee issue.

My 50 thugs/dark, incidentally, is behaving relatively normally with pets upgraded or not. Arsonist closes, bruiser closes, and occasionally one of the punks closes. The rest stay back.

My 35 mercs/pain, with pets upgraded or not, had my commando closing nearly all the time (as expected), the medic closing most of the time (expected again), and the other two soldiers closing about half the time. The spec ops didn't every close unless the mob closed with them.

In all, my higher level mm behaved reasonably well. The only problem there was that most ranged enemies closed instead of staying at range.

For the people who are noticing issues here, are the issues mostly with lower level mm? That seems to be the case for me. Even very old (a few years) toons that never really leveled up are having the issue with pets closing to melee when they are ranged pets.
With my thug/ta mastermind I have the following behavor:

Punks stay back unless an enemy closes to melee range, THEN they enter 'let's pistol-whip them to death' mode.

Arsonist thinks he's Mike Tyson and keeps brawling the +2 rikti boss

Enforcers stay back and fire their twin uzi

Bruiser usually throws a boulder then closes to melee, but sometimes gets stuck in Chuck Rock mode.


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Posted

Quote:
Originally Posted by Tramontane View Post
DO NOT TAKE THE MERCS ON A MAYHEM MISSION.

PERIOD.

Jesus, the idiots closed to melee with almost every car I blew up unless I kept heel-ing them and then re-aggressive-ing them every five seconds. They got killed more times than I can count.
Actually, that's a problem with any henchman usually. Fortunatly, after level 20 or so they are almost never hit by the car explosions.


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Posted

Quote:
Originally Posted by Energizing_Ion View Post
Eh, just a quick note here....but if you are in a mayhem mission with ANY MM primary and you set your pets to 'Aggressive' mode they will always attack everything...since everything is an 'enemy'.

It's a good thing because it gives you bonus time for blowing stuff up (and badge progress) but also a bad thing when there are actual mobs hitting your pets and the pets are going for the car instead of the mob hitting them
Then take control and give them orders? Although it's usually not much of an issue to me.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

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Posted

Here's an example of enemy mob AI doing the same thing the MM pets are doing -- gleefully running into melee range where before I17, they certainly did not. In this case, Rikti Drones, which would stand and plink away before unless line of sight is broken.

In this case, a brute with a damage aura is able to easily dispatch them, whereas before they'd stand outside and fire, which increased the risk of large group herding.

(Brute in question's my friend and I'm not calling it a ZOMG EXPLOIT, but it certainly lowers the challenge overall, which even my friend admitted.)


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Posted

Quote:
Originally Posted by Energizing_Ion View Post
Eh, just a quick note here....but if you are in a mayhem mission with ANY MM primary and you set your pets to 'Aggressive' mode they will always attack everything...since everything is an 'enemy'.

It's a good thing because it gives you bonus time for blowing stuff up (and badge progress) but also a bad thing when there are actual mobs hitting your pets and the pets are going for the car instead of the mob hitting them
I don't have a problem re-directing them to cops and longbow when necessary, I just hate them walking RIGHT UP TO THE CAR so that when they empty their machine guns into the engine, it blows up and- derp- injures them.

Seriously.


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Claws/WP Brute. Sex without the angst.
Every CoX character lies somewhere on this spectrum.

 

Posted

Then pull them back when the car gets critically low and send them on a directed attack again after they reach you. Only time my MM pets get hurt by car explosions is if I get distracted by wandering off to kill a fire hydrant, mail or news box...


 

Posted

Quote:
Originally Posted by Tramontane View Post
I don't have a problem re-directing them to cops and longbow when necessary, I just hate them walking RIGHT UP TO THE CAR so that when they empty their machine guns into the engine, it blows up and- derp- injures them.

Seriously.
Destructable objects in a mayhem have set levels, which are low. The highest level for any car/truck/van/anything is 15. So if your a high level and worried about them point blank shooting the car... why? It's only a danger at low levels. Now generators, THOSE are a threat.


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Posted

Quote:
Originally Posted by Twoflower View Post
Here's an example of enemy mob AI doing the same thing the MM pets are doing -- gleefully running into melee range where before I17, they certainly did not. In this case, Rikti Drones, which would stand and plink away before unless line of sight is broken.

In this case, a brute with a damage aura is able to easily dispatch them, whereas before they'd stand outside and fire, which increased the risk of large group herding.

(Brute in question's my friend and I'm not calling it a ZOMG EXPLOIT, but it certainly lowers the challenge overall, which even my friend admitted.)

For years now I've seen drones charge into melee range. They still sometimes hang back too.

Mercs prefering to brawl had long been an issue. For a while brawl was removed from them to try fixing it. It didn't that I recall. Bots charge into melee when they run out of ranged attacks and nothing but brawl is charged. A frequent occurrence I find.


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Posted

I've noticed my thugs are more inclined to rush into melee since i17 - before there was the obvious Brawler and Arsonist melee charge, but recently after the first couple volleys of ranged fire most of the Punks and at least one Enforcer are rushing in too. I hadn't said anything until now as I've not been playing the set long and figured it might just be my perception, but I'm seeing it in other areas now too.

Of particular note was a (failed) ITF I just ran where we had multiple attempts at the final battle and consistently, every single attempt, the 3 nictus (nictii?) would move over into melee range of whichever team member had upset them the most rather than only move when Romulus did. Made it really easy to keep Romulus outside the healie nictus radius as it had absolutely no inclination to stay next to him when it could be floating over to a distant teammate. For that to happen now and then isn't unheard of (and obviously a coordinated team can force it, but this team was anything but coordinated), but for it to happen every single attempt without us even trying is not normal behaviour.


 

Posted

I had this problem in a bad way with my bots/ff mm. Pets have always had an issue charging into melee when they're not supposed to, but it does seem to be pretty bad after I17.


 

Posted

Quote:
Originally Posted by Madam_Enigma View Post
For years now I've seen drones charge into melee range. They still sometimes hang back too.
I'm the player of the Brute in the picture. I have a deep, abiding, longstanding familiarity with Drone behavior, and it is my personal opinion that their behavior has changed significantly as of Issue 17. And it's not just Drones - they're just a handy example, because they are well known for having no melee attacks whatsoever.

Of course we can go back and forth on this all day, but I'd call the subjective evidence strong enough to make this worth some developer attention.


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Posted

Quote:
Originally Posted by SpittingTrashcan View Post
I'm the player of the Brute in the picture. I have a deep, abiding, longstanding familiarity with Drone behavior, and it is my personal opinion that their behavior has changed significantly as of Issue 17. And it's not just Drones - they're just a handy example, because they are well known for having no melee attacks whatsoever.

Of course we can go back and forth on this all day, but I'd call the subjective evidence strong enough to make this worth some developer attention.
True, but remember that they always would move into melee. Maybe not often, but it happened. Oh god, I remember trying to fight them originally with Madam Enigma. Especially when my ranged defense was lower then melee defense. They were the pits. Almost as bad as Nemesis before I got the aoe toggle.


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Posted

Quote:
Originally Posted by Madam_Enigma View Post
True, but remember that they always would move into melee. Maybe not often, but it happened. Oh god, I remember trying to fight them originally with Madam Enigma. Especially when my ranged defense was lower then melee defense. They were the pits. Almost as bad as Nemesis before I got the aoe toggle.
I don't remember drones always moving into melee - I specifically remember having to corner pull them to get them grouped up so my fire/shield scrapper could unleash fiery death on them. I haven't played her since i17 as I am working on other chars nor have I fought any rikti, so I can't claim to see any new behavior but the OLD behavior was for drones to stay right where they spawned and snipe at you until you damaged them enough to kick in the flee code or you LOS pulled them.

You can also see the changed behavior at lower levels with hellion/skull gunner LTs - they used to hang back and fire at you since they have no melee attacks whatsoever, now they fire one burst then run up. The shotgun LT's do it as well, although it isn't as noticable because they always used to run up partway to get in shotgun range, however now they run up to shotgun range, fire one shot, then close to melee. I have seen this on Lost LT's as well, the big gun toting ones - they never used to close to melee range now they always do.

This behavior HAS changed since i17 and it looks to be a general AI change in that everything eventually closes to melee after one round of ranged attacks, whether or not said mob has melee attacks.


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Posted

Drones, for me, always flew to whatever handy ledge, corner or just damn open sky, and ping me from range, with the equivelant of robotic laughter.
If they are now attempting to melee you with, I dunno, their stabilisers or something, I think something is very borked.


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Posted

I've done two av fights since I17 and my bots insisted on running into melee in both fights. If my Purple accuracy debuff and seeker drones hadn't lessened the av's dmg and accuracy it would have been game over.


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Posted

Quote:
Originally Posted by EricHough View Post
I don't remember drones always moving into melee - I specifically remember having to corner pull them to get them grouped up so my fire/shield scrapper could unleash fiery death on them. I haven't played her since i17 as I am working on other chars nor have I fought any rikti, so I can't claim to see any new behavior but the OLD behavior was for drones to stay right where they spawned and snipe at you until you damaged them enough to kick in the flee code or you LOS pulled them.

You can also see the changed behavior at lower levels with hellion/skull gunner LTs - they used to hang back and fire at you since they have no melee attacks whatsoever, now they fire one burst then run up. The shotgun LT's do it as well, although it isn't as noticable because they always used to run up partway to get in shotgun range, however now they run up to shotgun range, fire one shot, then close to melee. I have seen this on Lost LT's as well, the big gun toting ones - they never used to close to melee range now they always do.

This behavior HAS changed since i17 and it looks to be a general AI change in that everything eventually closes to melee after one round of ranged attacks, whether or not said mob has melee attacks.
Not really seen that myself. And for me drones would always stay back about half the time.


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