Mastermind Controls Buff:


Combat

 

Posted

So I have one level 50 MM and a level 36 currently sitting on their rears. They are painful to play, largely because pet AI is crazy. The worst is repeatedly spamming the stay command having it not work.

Anyway, I've though of some things I would like to see (if the Pet AI is every fixed so that these things don't drive them bonkers):

A true stay command: Pets would be hit by a 500 magnitude immobilize.

Options to select type of attack: If it is possible, use the new mechanics to disable/add powers to channel the types of attacks a MM would get. Some options:

Short (melee+) / Medium / Long Range
Single Target / Mixed/ AoE
Damage Powers / Buffs / Controls
etc.

Basically, using of the these options would "grey-out" powers from the pet's use that don't belong in that category. For instance, selecting Long Range / AoEs would cause Assault Bots to lead with missiles everytime, or /Controls would limit Mercenaries to only the control powers. Like other commands, these could work on any group of henchmen as well. Alternatively, these commands could be locked behind the selection of the level 6 and 32 equips (training would allow mercenaries to use more advanced tactics, better computers would make robots smarter, etc.)

I'd also like to see the following added to all mastermind sets:
Pet Summon: Instantly teleports all pets to your location
Pet Hold: Freezes a pet (mag 500 hold), preventing them from moving or attacking. This would be useful in preventing mass aggro when not desired/necessary
Pet Autotarget $target or $name: Almost certain this is completely impossible but it would be nice if I could simply have pet's automatically attack my target without continual use of attack commands, or to have the pets target certain mobs (Sappers) automatically without an Attack command.

Just some random thoughts I had while I wondered why I never play my MM


TW/Elec Optimization

 

Posted

Since I22 and the four legged pet rig the AI for MM pets and four legged rigged pets has been bonkers. The devs are aware of it and like most things they don't plan on doing anything about anytime soon™ they are pretending that nothing is wrong.

They need to be ashamed of themselves since the MM and some trollers are tougher to play do to the AI being mucked up.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Those have been suggested before, I'm sure they'd give them to us if they could but it would probably add too much general server lag at the moment.

I don't bother with stay I switch between attack/defensive and follow/passive. I still get the issue when they charge off after rezzers or runners but it's not too annoying.


 

Posted

Eh, I would rather have to tell my minions what to attack. I wouldn't mind having them auto-attack my initial target, but that'd be a quality of life improvement, and I would NOT want it to be a constant thing. If I need something dead right then, attack-target gets the job done, and its not really hard to retarget to another dangerous target. If I were to want any quality-of-life improvements, it'd be for my Spec Ops to not use CC on an already CC'd target, in order to save the cooldowns.


"I have something to say! It's better to burn out then to fade away!"

 

Posted

Pet A.I. is so broke...makes me sad. No idea when/IF it will ever get fixed, but dear lord does it NEED fixing...


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Posted

Quote:
Originally Posted by Paladiamors View Post
Eh, I would rather have to tell my minions what to attack. I wouldn't mind having them auto-attack my initial target, but that'd be a quality of life improvement, and I would NOT want it to be a constant thing. If I need something dead right then, attack-target gets the job done, and its not really hard to retarget to another dangerous target. If I were to want any quality-of-life improvements, it'd be for my Spec Ops to not use CC on an already CC'd target, in order to save the cooldowns.
I'm not suggesting that pets exhibit this behavior at all times. Rather, I'd like the ability to toggle the behavior on and off.

And one benefit of greying out control powers is that it would give a little bit of control. While it wouldn't make your pet smarter, you could use select "Damage Powers Only" after a CC so that they wouldn't waste it.

One other I was thinking about would definitely be unfeasible, but it would be cool if we could do it. Basically, it'd be awesome if MMs had the ability to 'become' one of their henchmen for greater control. I could see it working if they teleported the MM to the spot of the henchmen and used the costume change/grant temp power/grey out tech to make the MM look like and have all the powers of one of their henchmen. Of course, it would be even better if doppelganger tech could be used to simulate the player character while they are controlling a minion. Unfortunately, there would be a lot of design hurdles to do anything like that.


TW/Elec Optimization