Ranged-focused pet AI


Canine

 

Posted

I regularly play tanks on blueside. I've often noticed how frustrating it can be to tank Nemesis because they refuse to move in from range and fight in melee. Even after taunting several times - which should force them to come into melee range, many Nemesis mobs still refuse to budge and happily plink away.

I often play masterminds on redside. In particular, I have a high level Bots MM and the overwhelming compulsion for the bots to run into melee to attack is highly frustrating. I can see the possibility of the Assault Bot or the Battle Bots running into melee to use their Smash power - though really, this should only happen on the rarest of occasions since they have several other ranged attacks to use, but the Protector Bots run into melee, too. The Protector Bots have no melee attack. They have absolutely no reason to engage at melee distance.

So, perhaps someone could take a look at the Nemesis AI scripts and compare them with the Robotics AI scripts so we can get Bots that will fire their ranged attacks at range? It's fairly ridiculous when a Force Bubble is keeping every mob at range and even the Protector Bots decide to run right into a large spawn to fire their laser guns.

I would be overjoyed if my bots could download some Nemesis programming and finally stay at range to fire their lasers/missiles.


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Posted

Quote:
Originally Posted by Zybron1 View Post
I regularly play tanks on blueside. I've often noticed how frustrating it can be to tank Nemesis because they refuse to move in from range and fight in melee. Even after taunting several times - which should force them to come into melee range, many Nemesis mobs still refuse to budge and happily plink away.
That depends on the nemesis mob in question. Comets and Tirailleurs are snipers, like Crey Marksmen and the very rare Council Snipers. NOTHING you can do save for TP Foe or Knockback will move them from their spawning point. They also ignore stealth and have more range than a Boost Range buffed Sniper Rifle, and a perception range to match. Oh, and they aggro the rest of their spawn on you, too. Just for extra fun.

Quote:
I often play masterminds on redside. In particular, I have a high level Bots MM and the overwhelming compulsion for the bots to run into melee to attack is highly frustrating. I can see the possibility of the Assault Bot or the Battle Bots running into melee to use their Smash power - though really, this should only happen on the rarest of occasions since they have several other ranged attacks to use, but the Protector Bots run into melee, too. The Protector Bots have no melee attack. They have absolutely no reason to engage at melee distance.

So, perhaps someone could take a look at the Nemesis AI scripts and compare them with the Robotics AI scripts so we can get Bots that will fire their ranged attacks at range? It's fairly ridiculous when a Force Bubble is keeping every mob at range and even the Protector Bots decide to run right into a large spawn to fire their laser guns.

I would be overjoyed if my bots could download some Nemesis programming and finally stay at range to fire their lasers/missiles.
Bots used to work like that. Unfortunately, they kept breaking Robotics AI repeatedly and fixing it again, mostly, ish. Then a few issues ago, they just lobotomised them completely. And it's annoying the living wossname out of me. My main villain's a Bots/Traps/Mace, and between webs and caltrops, I have no real problem keeping mobs at range.

Now, keeping my bots away from the mobs? Different matter entirely. I can watch the stupid things inching toward the targets between shots. They'll shoot, move forward a pace or two, shoot again, shuffle forward, and repeat until it looks like they've fired most of their initially charged powers off, then just leg it into melee, even though the first attacks they used should be well and truly recharged by now. This usually leads to me swearing under my breath, something along the lines of 'get the hell back here you little wastes of electrons'. Although possibly with a little more colour and emphasis

The ONLY way of getting the idiot things out of melee at the moment that works reliably for me is Passive mode. Goto orders while still on aggressive have no effect. So in order to keep the stupid things alive, I have to shut off their damage output for 3-5 seconds, or thereabouts.

I'm not happy with their AI at the moment, and I petition it every time there's a significant new patch to the game, in the somewhat vain hope that eventually it will get looked at, since I'm pretty sure that they're not working as intended.

Oops, sorry, rant mode engaged in there somewhere. But you're not the only one getting frustrated by the little metallic morons.


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

Yeah, I normally end up dying to Nems because they all run in and start bayoneting the team.

Which bright spark gave them an AOE bayonet attack?! Seriously!! Exploding bayonets, my a-

/rant
But yeah, I really wish they'd give the pet AI's an overhaul. My bots either behave themselves....or attempt to scrap a mob. The only reason they get away with it is due to ludicrously high def and res values, due to the PBots, FFGen and IOs.


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Posted

I've noticed an issue with pets and Bank Vault doors as well.

Unless you get them to GoTo close to the door, they'll just stand at range and use their ranged powers.

Which isn't fun when you're playing a Ninja MM.


 

Posted

Alas, until that mystical day when the devs will allow us to manually switch our Pet AI to preferring Melee, or preferring Range, I doubt we'll see much improvement. Right now, all the MM pets use the same AI. They finally tweak it so that the melee-oriented pets actually will engage in melee on their own... and now the Ranged oriented pets refuse to stay at range.

Note to the Devs... one AI can't cover all the pets!

Now, just to hope that this isn't an impossible situation...


-This Space Intentionally Left Blank.-

 

Posted

Quote:
Originally Posted by Lycanus View Post
I was told that the nem snipers don't have a particular AI, but that they have a passive "power" that basically removes their ability to move.
Correct. All snipers have an auto power which puts a self-immobilize on them (other stationary critters, like objects, Lusca, the Hydra head, etc. also have a self-immobilize). Snipers also have a 149ft perception radius, compared to the 45-54ft perception of minions-bosses.

However, Canine's claim that snipers ignore stealth is incorrect. They merely have very high perception - 149ft, to be precise. If you can get at least 149ft stealth (Hide offers 150ft, Superior Invisibility offers 200ft), you can sneak past a sniper.


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Posted

Quote:
Originally Posted by Fleeting Whisper View Post
However, Canine's claim that snipers ignore stealth is incorrect. They merely have very high perception - 149ft, to be precise. If you can get at least 149ft stealth (Hide offers 150ft, Superior Invisibility offers 200ft), you can sneak past a sniper.
Odd, since I remember being shot at from range on a stalker whilst hidden. But I'll take what you say as true. Of course, ending up with a net 1' stealth radius means that you still can't assassin strike a Nem sniper, since they'll see you at 44 yards, 2 feet (*edit* I really shouldn't try to do basic maths when I'm tired. 15 yards 1 foot, base detection range is 45 feet, not yards, and I moved it in the wrong direction... <facepalm>*edit*), that may explain what I recall, so 'sneaking past' may not be possible if they're in a corridor restricting your ability to give them a wide enough berth.

So what are the +perception values for Rikti Drones and Rularuu Eyeballs then? Since they both also give the impression of ignoring stealth.


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.