Masterminds: For the Love of...


Anti_Proton

 

Posted

...all that is holy, please give us a range/melee option for our pets.


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."

 

Posted

I would settle for the "stay" command inflicting a mag 100 immobilize until canceled.


 

Posted

Quote:
Originally Posted by Anti_Proton View Post
...all that is holy, please give us a range/melee option for our pets.
I'd settle for them removing all melee attacks from any henchmen that does healing. I was fed up with watching my merc medic run into melee and get killed the third time it happened.


 

Posted

This has to happen Yesterday. If not sooner.

/Signed, /MegaSigned, /Ubersigned, /C-c-ComboKill Signed, /Ja, /Oui, /Make It So
Every bloody /YESPLEASEGODYES under the sun....


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
This has to happen Yesterday. If not sooner.

/Signed, /MegaSigned, /Ubersigned, /C-c-ComboKill Signed, /Ja, /Oui, /Make It So
Every bloody /YESPLEASEGODYES under the sun....
i'll admit, this is a concern to my heroic demon mm who is trying to fight protean, she knows to dodge the stupid power siphon, but getting the stooges to get back in time is painful.


 

Posted

I think everyone who has ever even tried playing a Mastermind, knows they need this.

I'm thinking there's some major coding issues in regards to GIVING MMs this, is the reason we don't have it. Which... I can easily see.

Still, /Signed to the nth degree. So many Mastermind issues would be solved just by having a "Prefer Ranged" and a "Prefer Melee" option for the Henchmen. Lord only know why when Masterminds were first made they thought that they could make do with a single AI for all the pets, no matter how different they all are.


-This Space Intentionally Left Blank.-

 

Posted

I've always heard it was left that way on purpose, as giving our henchmen better AI would make us way overpowered. This way our moronic minions keep us just a tad above all the other AT's instead of lightyears.

That said. I'd be a happy camper if they'd just fix the bug that cropped up with Demons and stop my Robots from brawling everything... Was much more manageable when they would get stuck at range.


Maestro Mavius - Infinity
Capt. Biohazrd - PCSAR
Talsor Tech - Talsorian Guard
Keep Calm & Chive On!

 

Posted

Quote:
Originally Posted by OneWhoBinds View Post
I think everyone who has ever even tried playing a Mastermind, knows they need this.
For a pet control AT, they need better control over the pets.


 

Posted

Quote:
Originally Posted by MaestroMavius View Post
I've always heard it was left that way on purpose, as giving our henchmen better AI would make us way overpowered. This way our moronic minions keep us just a tad above all the other AT's instead of lightyears.
In the newer content, where control is as important as everything else, the other ATs have caught up quickly.


 

Posted

Quote:
Originally Posted by Wonderslug View Post
I would settle for the "stay" command inflicting a mag 100 immobilize until canceled.
Until either attacked or when infected with the bad habbits of other MM pets, at which point they begin their suicide run again.


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."

 

Posted

Quote:
Originally Posted by Anti_Proton View Post
Until either attacked or when infected with the bad habbits of other MM pets, at which point they begin their suicide run again.
I think one of us has completely missed the other's point, and I'm honestly not sure which.


 

Posted

Quote:
Originally Posted by MaestroMavius View Post
I've always heard it was left that way on purpose, as giving our henchmen better AI would make us way overpowered. This way our moronic minions keep us just a tad above all the other AT's instead of lightyears.

That said. I'd be a happy camper if they'd just fix the bug that cropped up with Demons and stop my Robots from brawling everything... Was much more manageable when they would get stuck at range.
Except it's not true. If anything, MMs suffer MORE than any other AT in the new content. In comparison to (most) others on a team in Incarnate level stuff, MMs have their usefulness flux the most, as high level mobs with hard hitting AoEs disintegrate pets at a rate of knots, forcing a retreat and re-summon that simply wouldnt be needed if I, for example, could keept the damn things INSIDE the FF Gen bubble and within range of my aid other. Instead, I usually lose two drones and a protector bot because a dead war walker falls on them...And I'm not kidding on that, either!


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by Wonderslug View Post
I think one of us has completely missed the other's point, and I'm honestly not sure which.

After rereading your statement, I think it was me.


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."

 

Posted

Quote:
Originally Posted by Forbin_Project View Post
I'd settle for them removing all melee attacks from any henchmen that does healing. I was fed up with watching my merc medic run into melee and get killed the third time it happened.
Unfortunately, that wouldn't be enough. Protector Bots literally don't have a melee attack, but they still insist on running into melee to heal or bubble.

Absolutely signed.


We'll always have Paragon.

 

Posted

Quote:
Originally Posted by NeverDark View Post
Unfortunately, that wouldn't be enough. Protector Bots literally don't have a melee attack, but they still insist on running into melee to heal or bubble.

Absolutely signed.
Yup. At least I don't mind when my Assault Bot runs in to flamer stuff and NPCs run up to melee him.
I think it was a Boss fight once. I imagine the exchange being something like;

Boss: Ahh! My ranged attacks aren't working and I'm nearly done! Fine! You've made me come over there-!
Omega 1: Hello. Kindly submit to Defeat.
Boss: Oh mother!
Gigantic robotic arm decends, POW, crumpled Boss


Would still love an option to trade in all 3 minion level pets to buff the Assault Bot to EB levels


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

/signed /signed /signed /signed /signed /signed /signed /signed /signed /signed & /signed

I play thugs and it really gets annoying fast when my arsonist insists on running up to the Bosses and throws a molotov cocktail just 6 inches away. And what do you think happens next? You guessed it, the Arsonist dies. Surprised? I think Not!

Or how about when your minions run up to the baddies and pistol whips them to death instead of shooting them.

I also agree, when we say "stay" we mean STAY!!!! 1,000,000 Magnitude probably still won't be enough.

/signed /signed /signed /signed /signed /signed /signed /signed /signed /signed & /signed


 

Posted

The pet AI has a melee and a ranged framework, same as custom critters we make in the Architect. Melee makes pets close in to the distance of their shortest-ranged attack, while melee makes them only ever close in to the shortest range of the attack they are currently planning to use, with ranged pets typically having AI designed to avoid queuing up certain attacks unless they are at a specific range. That's why Spec Ops used to never use their snipes unless they were over 100 feet away from an enemy (something that's been fixed)

I doubt we'll ever see a "melee/ranged option" for pets simply because the Pet AI doesn't define melee and range as we think it should. Whenever you're suggesting such a toggle, try to think of how this would be designed procedurally. How would the proper "range" be recognised, what that proper range would be, when would a pet approach and by how much, these sorts of things. I'm not saying that we should design the AI instead of the development team, but going through the process might give a bit more insight into both how pets currently work and into what some of the problems might be.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.