wassup with ranged pets needing to brawl!
I've noticed this trend as well. I thought they've fixed this last two issues and then now it came back.
I use Merc MM. I don't recall the tier 1 soldiers wanting to punch that much. If you ask me, maybe the Pet AI was altered due to Demon tier 1 pets that do melee a lot.
If you ask me, I wish they could just get rid of brawl in range-focused pets. Soldiers have no business running in and punch.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I've noticed this trend as well. I thought they've fixed this last two issues and then now it came back.
I use Merc MM. I don't recall the tier 1 soldiers wanting to punch that much. If you ask me, maybe the Pet AI was altered due to Demon tier 1 pets that do melee a lot. If you ask me, I wish they could just get rid of brawl in range-focused pets. Soldiers have no business running in and punch. |
Yeah! I pulled what little hair I had out this morning due to this! the ones that need to brawl needs to keep it, but, ranged pets need it removed from them totally...imho.
-ghoost
Prometheus: ... so what I told you was true, from a certain point of view.
Me: From a certain point of view?
Prometheus: You're going to find that many of the truths we cling to depend greatly on your point of view.
Me: You're right about that. Power Blast is very pretty from a certain point of view. But that point of view is not head-on. <Kaboom> - Arcanaville.
I am not 100% sure of this, but it stands to reason that if they just took the utterly worthless brawl attacks out of the ranged henchmen, they wouldn't run up into melee anymore and get smoked. That would fix a lot of the AI stupidity that MMs have to deal with. Of course they may have tried this and it didn't work. I don't know, and neither does anyone else because they don't communicate these things with players.
The most annoying thing is when the bot shoots, runs into melee range to attack, but then get a ranged attack recharged by the time they get there, and start shooting again...
And we still never got a fix (AFAIK) to the Assault Bot fire swarm missiles that they broke when they changed burn. How many months of beta and they didn't find this? Hope they fix it soon...
EDIT: An easier (harder?) fix to going through every individual pet and changing their powers would be to come up with a command that orders your pets to not move under any circumstances, yet remain aggressive or defensive. They can call it hold ground or something. When ordered to attack, they will attack anything that comes in range, but won't leave their location to chase runners or use melee attacks.
Well, my understanding is that part of the problem with the pet AI is inherited from critters, which is that any one critter in a spawn will choose to close to melee. This is actually to make things easier for players, it gets easier to pick them off one by one when they are running at you that way. Thus, if they fixed that for pets, they would also fix it for critters, and your gameplay would become a lot harder.
However, I'm not sure how removing melee attacks from a pet would effect that AI. It might just run into melee with no attack to actually use. Which might actually be preferential, as long as the remaining attacks do more damage than the brawl.
BTW, in testing I found that Brawl usually did increase pet damage, especially early on when they have few upgrades, since it gave them an additional attack to cycle. I pretty much ran all the tests I could with both Brawl, in melee, and without it at range. I don't think I ever found a case where the damage went up without Brawl, although often it was close. And of course, the issue is not Brawl being used in melee, it is the pet closing to melee when you don't want it to.
my favorite manifestation of this is my ar/dev's gun turret bum-rushing spawns, where it rapidly and predictably gets slaughtered.
I've stopped bothering with it until they get this melee craze sorted out.
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Well, my understanding is that part of the problem with the pet AI is inherited from critters, which is that any one critter in a spawn will choose to close to melee. This is actually to make things easier for players, it gets easier to pick them off one by one when they are running at you that way. Thus, if they fixed that for pets, they would also fix it for critters, and your gameplay would become a lot harder.
However, I'm not sure how removing melee attacks from a pet would effect that AI. It might just run into melee with no attack to actually use. Which might actually be preferential, as long as the remaining attacks do more damage than the brawl. BTW, in testing I found that Brawl usually did increase pet damage, especially early on when they have few upgrades, since it gave them an additional attack to cycle. I pretty much ran all the tests I could with both Brawl, in melee, and without it at range. I don't think I ever found a case where the damage went up without Brawl, although often it was close. And of course, the issue is not Brawl being used in melee, it is the pet closing to melee when you don't want it to. |
hmmm....I never looked at it in that light! Yes they do some good damage with brawl on occasion, my bots (specially) big boy, clubs em pretty good for what i've seen him do,but still i'm not liking that they close in to melee and gets wiped when they are better off at ranged. Kinda defeats the purpose of them using ranged attacks...imo.
-ghoost
Prometheus: ... so what I told you was true, from a certain point of view.
Me: From a certain point of view?
Prometheus: You're going to find that many of the truths we cling to depend greatly on your point of view.
Me: You're right about that. Power Blast is very pretty from a certain point of view. But that point of view is not head-on. <Kaboom> - Arcanaville.
This a persistant problem. It's been affecting controller pets for a few issues now too. Phantasm, who has no melee attacks, closes to melee for some reason. With Phanty and his decoy I was able to tackle a few GM's, but now that he gets himself killed it's much more difficult.
Bugged, reported, begged, posted. Frustrated to hell about this AI idiocy. No reply from devs, online support or offline support, nothing.
Can only hope for some kind of acknowledgment someday officially and then after that in the glimmer of the dark future, a resolution.
@Boerewors
my favorite manifestation of this is my ar/dev's gun turret bum-rushing spawns, where it rapidly and predictably gets slaughtered.
I've stopped bothering with it until they get this melee craze sorted out. |
To OP: Yah my Oni's been getting himself killed trying to spam his fire sword (which looks much cooler with the flaming ninja blade now I must say) but still a pain.
I'd gladly trade this bug in for the elevator one.
I am not 100% sure of this, but it stands to reason that if they just took the utterly worthless brawl attacks out of the ranged henchmen, they wouldn't run up into melee anymore and get smoked. That would fix a lot of the AI stupidity that MMs have to deal with. Of course they may have tried this and it didn't work. I don't know, and neither does anyone else because they don't communicate these things with players.
The most annoying thing is when the bot shoots, runs into melee range to attack, but then get a ranged attack recharged by the time they get there, and start shooting again... And we still never got a fix (AFAIK) to the Assault Bot fire swarm missiles that they broke when they changed burn. How many months of beta and they didn't find this? Hope they fix it soon... EDIT: An easier (harder?) fix to going through every individual pet and changing their powers would be to come up with a command that orders your pets to not move under any circumstances, yet remain aggressive or defensive. They can call it hold ground or something. When ordered to attack, they will attack anything that comes in range, but won't leave their location to chase runners or use melee attacks. |
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It definitely wouldn't. Take a look at the powers the Protector Bots have. None of them are melee attacks of any sort. They still happily charge into melee range to fire their lasers.
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I think Flambeaux hacked the AI.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
|
Where to now?
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Well, my understanding is that part of the problem with the pet AI is inherited from critters, which is that any one critter in a spawn will choose to close to melee. This is actually to make things easier for players, it gets easier to pick them off one by one when they are running at you that way. Thus, if they fixed that for pets, they would also fix it for critters, and your gameplay would become a lot harder.
However, I'm not sure how removing melee attacks from a pet would effect that AI. It might just run into melee with no attack to actually use. Which might actually be preferential, as long as the remaining attacks do more damage than the brawl. BTW, in testing I found that Brawl usually did increase pet damage, especially early on when they have few upgrades, since it gave them an additional attack to cycle. I pretty much ran all the tests I could with both Brawl, in melee, and without it at range. I don't think I ever found a case where the damage went up without Brawl, although often it was close. And of course, the issue is not Brawl being used in melee, it is the pet closing to melee when you don't want it to. |
Then I only summon Spec-Ops. Spec-Ops has a melee stun too but they don't normally go in at all. They just keep shooting from distance.
This makes me think that when they made Demon's minions, they probably introduce that "melee AI" back because I remember for several months, the soldiers didn't want to "close in" that much. Before it was Medic that kept running but they got rid of his brawl.
Yes, Brawl may increase dps but that dps is not good enough for them to die easier at melee range.
I really don't want brawl on soldiers. I am ok if Commando runs in a bit 'cause he has more shorter range cone attacks.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
EDIT: An easier (harder?) fix to going through every individual pet and changing their powers would be to come up with a command that orders your pets to not move under any circumstances, yet remain aggressive or defensive. They can call it hold ground or something. When ordered to attack, they will attack anything that comes in range, but won't leave their location to chase runners or use melee attacks.
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Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
I don't think lack of Brawl will stop the weirdness. Just like the Phantasm mentioned upthread, my favorite Stalker's Mu companion also has a bad habit of closing to melee distance with his targets...
'Boy doesn't have a Brawl attack to his name, but absolutely still acts as if he does. I can't count the number of times that's gotten him into trouble. (War Hulks are a particular bane. It's like watching a moth drift up to an explosive candle flame. )
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Bugged, reported, begged, posted. Frustrated to hell about this AI idiocy. No reply from devs, online support or offline support, nothing.
Can only hope for some kind of acknowledgment someday officially and then after that in the glimmer of the dark future, a resolution. |
As people have already mentioned, removing Brawl won't help them stop going into melee range.
The real issue with Thugs and Mercs running into melee is that once they do so, they aren't getting full use of their cones, which is far more damaging to their DPS than the gain they get by adding Brawl into the mix.
just pictured it running around on cartoon legs xD
To OP: Yah my Oni's been getting himself killed trying to spam his fire sword (which looks much cooler with the flaming ninja blade now I must say) but still a pain. I'd gladly trade this bug in for the elevator one. |
Yeah, a huge pain! I'm just hoping a fix is close. Its very frustrating resummoning these idiots when they keep doing the same thing. Flamebeaux approves of this AI.
Prometheus: ... so what I told you was true, from a certain point of view.
Me: From a certain point of view?
Prometheus: You're going to find that many of the truths we cling to depend greatly on your point of view.
Me: You're right about that. Power Blast is very pretty from a certain point of view. But that point of view is not head-on. <Kaboom> - Arcanaville.
The title says it all! anyone have answers to this. My lower tier thugs feel the need to run up and stick the two cannons they wield up the critters noses! (Thug: see these! I got'cha knife throw,right here!! CoT thorn guardian...pulls out negative energy sword. Thug: Oh my! ummm...boss please call me ba*....dead thug!) Ive heard of up close and personal...but,sheesh.0.o
And I notice my lower tier bots does this as well. I don't remember them doing this they would sit close to me and unleash a photon laser show that is a sight to behold (wishes we had that as a power set) is it a bug or its been there and I haven't paid close attention to it?
-ghoost
Prometheus: ... so what I told you was true, from a certain point of view.
Me: From a certain point of view?
Prometheus: You're going to find that many of the truths we cling to depend greatly on your point of view.
Me: You're right about that. Power Blast is very pretty from a certain point of view. But that point of view is not head-on. <Kaboom> - Arcanaville.