Issues with MMs
Most of your points are covered here:
http://boards.cityofheroes.com/showthread.php?t=255708
The link above has been around more than a year and pet AI has been broken long before that.
most of those like melee problems are engine limitations or we're led to believe. I don't really buy there's nothing they can do, even I could think of work arounds of the melee range issue. Bot traps have even more problems like the shield generator laggin behind as well.
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Procs do affect pets.
Procs and set boni do not affect the henchmen. What would a Brute say if he made a half a billion Inf build for damage, only to find that it didn't affect all his attack powers, just the weakest ones?
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Henchmen who heal or ST buff should target their Master first (if they want to live! Muahahahaha!) Pro Bots, I'm looking at you and thinking about the cost of spare parts for the others. |
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Then there's the non-responsive Henchmen bug. I am unable to dismiss them, even by the command line. Again, what would a Brute say if all their strong attacks (and 2/3 their HP) just randomly stopped working? Yeah, and zoning MIGHT fix it.... Or not. |
@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30)) Single Target Radius = 0. AoE Non-Cone Arc = 360.
So I've dusted off my Bot/Trap MM and IO'd him out. Overall I'm pretty pleased, but have run into some serious design flaws in the AT and I'd like to bring those to light. Hopefully, now that Stalkers are fixed, we can get some love over here.
And if it seems that I am taking a hard line on some of this stuff, remember this. People pay a stiff premium to play this AT if they didn't already have it unlocked before Freedom. People love pet classes, and if they pay that premium they are going to feel cheated with all these issues.
I have a KB protection proc slotted (Karma or Steadfast, I forget) so I don't have any issues with KB/KD, but my henchmen act like popcorn if you drop an Ice Slick under them. What would a Scrapper say if he remained standing but couldn't attack because of KB/KD?
I constantly outrun my HP (I move much faster than my henchmen). No biggie when soloing, but on a team that moves as fast as I do (that's most all of them that I get on) it's a pain.
Procs and set boni do not affect the henchmen. What would a Brute say if he made a half a billion Inf build for damage, only to find that it didn't affect all his attack powers, just the weakest ones?
Henchmen should never leave Supremacy radius when on Defensive. If you can't write AI any better than you already have, this is the fix.
Henchmen who heal or ST buff should target their Master first (if they want to live! Muahahahaha!) Pro Bots, I'm looking at you and thinking about the cost of spare parts for the others.
Then there's the non-responsive Henchmen bug. I am unable to dismiss them, even by the command line. Again, what would a Brute say if all their strong attacks (and 2/3 their HP) just randomly stopped working? Yeah, and zoning MIGHT fix it.... Or not.
Ranged Henchmen should NEVER move INTO melee range, period. Melee attacks should be used defensively only, and all melee attacks on ranged Henchmen should have a healthy KB component to get the mob away from them.
And on a related note, please fix Group Fly. I respec'd out of it because I was tired of stopping every 50 yds to let the Henchmen catch up. My recommendation for Group Fly (if possible) is that you kill the AoE. Anyone who targets the caster should fly as long as they remain within 200 yds (or make it 100 if 200 is too much) of the caster. In addition to that, they should fly 20 mph FASTER than the caster so that they can stay within that distance easily. Then you can remove the Group Fly conversation from Null the Gull because it won't be an issue any more.
Check out the Repeat Offenders network of SGs! You'll be glad you did.