Mercenaries MMs Apparently Broken?


Atlas_Centurion

 

Posted

Yay! My ninjas are *finally* going into melee voluntarily instead of standing there flinging their little throwing stars. I can see why it'd be annoying for a ranged MM primary though.


 

Posted

It is really ridiculous. I played around with my thugs mm today. Set all my thugs except the Bruiser to "stay/defensive" in one spot. Bruiser and I sashayed up to a mob (pretty far away, within mish), and I told the bruiser to attack w/o issuing new orders to the rest of the thugs. In short order, sure enough, the rest of the gang had marched up and was shooting the mobs.

Why isn't "stay" working?


 

Posted

Quote:
Originally Posted by Atlas_Centurion View Post
It is really ridiculous. I played around with my thugs mm today. Set all my thugs except the Bruiser to "stay/defensive" in one spot. Bruiser and I sashayed up to a mob (pretty far away, within mish), and I told the bruiser to attack w/o issuing new orders to the rest of the thugs. In short order, sure enough, the rest of the gang had marched up and was shooting the mobs.

Why isn't "stay" working?
Critter AI was reset to "CHARGE!" when issue 17 hit.


The Case Against Hardcase- arc id: 438272

Clowning Around- arc id: 408447

Down the Rabbit Hole- arc id: 193055

 

Posted

Quote:
Originally Posted by Atlas_Centurion View Post
It is really ridiculous. I played around with my thugs mm today. Set all my thugs except the Bruiser to "stay/defensive" in one spot. Bruiser and I sashayed up to a mob (pretty far away, within mish), and I told the bruiser to attack w/o issuing new orders to the rest of the thugs. In short order, sure enough, the rest of the gang had marched up and was shooting the mobs.

Why isn't "stay" working?
Quote:
Originally Posted by JoeKent View Post
Critter AI was reset to "CHARGE!" when issue 17 hit.

Actually your problem here is not the stay command or the changed AI, its the fact that you used stay defensive instead of stay passive. When your pets are in defensive mode they will react to attacks on you or other pets by attacking the aggroed mobs, whether they are on stay or follow mode.

Now, when attacking if your other pets fired off thier ranged attacks then ran right into melee, that would be an instance of the AI change everyone is complaining about.


Globals: @Midnight Mystique/@Magik13

 

Posted

I wandered over here from the Controller boards. I can attest for certain that there is something wrong with the Phantasm's AI. As I was attempting to solo the Kraken, it repeatedly ran directly into melee range after using it's energy bolt or energy torrent only once.


 

Posted

Good news, folks! Our pets will be back under our control soon. From today's test server patch notes:

Quote:
Fixed a bug that caused many critters with ranged attacks to change behavior and prefer melee range, including Rikti Drones and most Mastermind pets. Critters should behave as they used to again.
Huzzah!


Global @Twoflower / MA Creator & Pro Indie Game Developer.
Mission Architect Works: DIY Laser Moonbase (Dev Choice!), An Internship in the Fine Art of Revenge (2009 MA Award Winner!) and many more! Plus Brand New Arcs for Issue 21!

 

Posted

This is not saying they will never run in to melee again they all do have a melee attack or something that they need to be close to us. So dont freak out if they run in.


------------------------------------------------------------ Stealth is your ally -------------------------------------------------------------
---------------------------------------------------------------- Trust no one ------------------------------------------------------------------

 

Posted

If they can't fix the AI, couldn't they at least make the melee attacks have a longer recharge? If my merks could only punch you once per minute, then they would only attempt to punch you once per minute.


Same goes for ninjas, but the reverse. Why not make their shuriken a minute long recharge?

Quote:
Originally Posted by Punitive View Post
I hadn't played my MM in an eternity before this week, so I can't comment on henchman ai having changed (though I will say it's like herding cats trying to keep my robots out of melee), but I can vouch for almost every npc I've met (including rikti drones) trying to bumrush my brute. The only ones I can think of offhand that don't get too close are mook/marcone hitmen, who still run to extreme range and snipe.
I've totally got to cry "no fair!!" on that. They've got time to get a Marcone Hitman's AI dialed in right, but merks, who are a much more prominent player experience, are left running around like idiots?

It probably helps that the Marcone has no punch attack at all, though.


 

Posted

Any word of when the patch is going to migrate over to the regular servers?


 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
It probably helps that the Marcone has no punch attack at all, though.
I don't see why they can't just remove melee attacks from ranged henchmen.


 

Posted

Quote:
Originally Posted by Punitive View Post
I don't see why they can't just remove melee attacks from ranged henchmen.
Wouldn't fix this.

See earlier in this thread, where Rikti Drones (which already have no melee attacks) would move into melee range as well.

-Morgan.


 

Posted

Quote:
Originally Posted by Punitive View Post
I don't see why they can't just remove melee attacks from ranged henchmen.
Protector bots had their melee attack removed and even before the latest bug they'd STILL run into melee range and then bubble or heal.

I hope this has been fixed as well but doubt it. Oh well, we can't have things too easy.


The Case Against Hardcase- arc id: 438272

Clowning Around- arc id: 408447

Down the Rabbit Hole- arc id: 193055

 

Posted

Well, supposedly they've fixed it. (see patch notes) I'm still at work, but anyone out there seeing the 'fix'?


Shigeru Miyamoto "A delayed game will eventually be good, a bad game is bad forever."

 

Posted

Well, after the patch my Bots have done some real odd things. Attacking the next group when I'm on BG mode and haven't tried to get near them. Chasing absolutely anything, and in the only mission I have run so far today it is like 1/3 of every group are runners. I have been trying to do a lot of BG-Passive-BG-Passive.

I'm going to try another mission and hope it was just that mission. However that mission was Council/Family/Sky Raiders and had a Werewolf Boss that probably took 4-5 minutes to kill do to how much it ran around, and I mean like basically running the whole map.


Protector: Tulare 50 Inv/SS/EM-ph1x3r 47 Bots/Traps
VIP: VIC-29(Traps/AR) - Corinth(Grav/FF) -Wrecka(Claws/SR)

 

Posted

My Bots were better behaved in my next mission, but I am getting really tired of chasing. On my Ninja/Dark I knew going into Longbow missions I would always have that headache. I've seen 4 different groups now, and it is like always fighting Longbow with all the runners.


Protector: Tulare 50 Inv/SS/EM-ph1x3r 47 Bots/Traps
VIP: VIC-29(Traps/AR) - Corinth(Grav/FF) -Wrecka(Claws/SR)