Unruly Pet Melee Antics
I wish they would just take away the melee attacks from Mercs/Robots/Thugs.
No one pays attention to me, cause I listen to the voices in my head.
I wish they would just take away the melee attacks from Mercs/Robots/Thugs.
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Doesn't stop them from running into Melee Range though.
Or rather, it DID... but then the recent AI change has broke it again. Currently they'll both quite happily run in and stand there like idiots until they finally figure out that they don't actually possess any melee attacks.
I haven't been seeing my protector bots running into melee on my new bots MM.
My necro pets work better than ever now. The zombies and grave knights run in to melee which is awesome when using twilight grasp to heal. But the necromancer always stands back at range as he should.
I picked up my merc MM yesterday after a couple of months and they are working better than ever... at least as far as combat AI goes.
I just came back after some months off. I thought I was imagining things.
My bots are running up to punch the boss, who immediately 1-shots it with a punch.
I guess this is "fun": I have pet goto on alt-z. I hit alt-z and then target the ground right by me.
I do this every 5-10s or so to keep them by me. Golly, this is fun!
Hey, devs! Is this, seriously, your calculation in your mind: "Hmmmm. If they all stay back and shoot like they're supposed to, the MM will be overpowered. So we have to make 'em die off at a certain rate. And, oddly, that doesn't happen unless they get into melee and get punched. I have an idea! Let's force them into melee, on a regular basis even though it's illogical and an absolutely abysmal tactic for anything to use, if one wants to win that is."
Alt-z, go here. Alt-z, go here. Alt-z, go here. Alt-z, go here...
"Hey! You knocked generic cola all over your precious D20 books!"
ED: Now I know how Nancy Kerrigan felt: "Why...?!? Why...?!?"
You know, this is pretty sad. I have to admit, I never visit the forums and I never reply to anything. But my new mercs//thermal is bad enough to warrant this. I was hoping to see some ETAs on possible fixes, or to at least know they were working on the melee bug.
I'm sure you've all heard this story before. I summon 3 soldiers and 2 spec ops, equip them, buff them, and send them on their merry way. After one volley, 1 to all of them will run into melee range. Now other than the fact I don't want them in melee range at all, I was planning on group healing them with warmth. Sounds smart, but the mercs don't agree. At one point I had them all fire on a target and like a little parade, one right after the other, they ran to give said target a tap on the cheek with their useless brawl power.
Is there something we can do collectively, like spam petition? Because I was having a lot of fun with my merc at low levels oddly enough and as soon as I hit 24 and got my second spec ops the whole melee bug became painfully obvious. It is literally making the entire primary too frustrating to play.
Mabye they all just want to say hi and get to know their adversary? Keep your friends close, but your enemy closer...
Unless your a protector bot, in which case just say WAAAALLLL-EEEEE over and over until the audience thinks it's cute..
wait, where were we?
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
One way I've managed to keep pets under control in regards to using range is toggle between defensive and aggressive. This will cause the pets to run towards an enemy and attack and will also keep them at bay and run towards you. THat's how I bypass this pets running into melee deal. Also I bind different tiers of my pets onto 3 other buttons to act as body guards so I have better control of which pets I want in melee and which I want at range.
1396 Badges... here's hoping this won't be the end! SAVE PARAGON CITY
Sadly the only way this can be controlled is through the Tankermind build. Which of course limiting on your build. Granted my Robot Traps is a BEAST without any purple IOs. And I can solo +8 +3 with it. But pretty much the way it is laid out at the moment your pigeon holed into a build regardless of theme or concept because of a long on going game issue that seems no serious attention or concern is being done to correct.
So it is broken but the work around isn't crippling. So in the Devs eyes its all good.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives