Hello,
It seems to me that all minions share the same AI scripts, as they all seem to behave the same. Yeah, we all know about the pathing issues, but what I want to talk about is the intelligence.
Basically, it seems to me that all minions think they are siege units. If they are even remotely close to a tower, they rush in and attack it. Even when I click them and instruct them to back off, most of the time they'll turn around and go right back after the tower (even if they haven't completed my move order yet), forcing me to play the game of CLICK CLICK CLICK until the unit ACTUALLY goes where I want it to (behind me).
Can we please have minions that don't suicide on towers unless I actually click the minion then the tower to order them to attack it? It's very rare that I actually want my minions to automatically engage a tower, except for the siege ones (which should have a separate AI anyway saying it's OK).
x2
This has been frustrating me for a while also.
+1
This is so needed!
I don't normally have this problem. But what are you doing staying that close to an enemy tower without wanting to attack it?
Some maps have towers close to flags. Zikurat and mandala come to mind.
/agree
This really needs changing. You can't say to just micro more, because the delay in changing unit selections blocks out time you could be giving orders to your demigod when you are telling your priests not to have lunch in front of the enemy citadel.
The minion control really needs more depth, right now it's pretty much as simplistic as it can possibley get, and sacrifices a lot to be that way.
Mmmhmm. Yup, there's no reason for my priests on erubus to be the only unit that charges in when we're all waiting on the sidelines!
I was searching for a "passive" setting for the priests, but they don't have one. They either need one or they need their AI changed.
What I end up doing is selecting the priests individually and then moving them far enough away from the enemies so that they don't go charging in. It's a pain against towers, but it has probably gotten someone killed against other DGs.
They all have Mel Gibson AI.. wave the flag and inspire the rest! Commit Commit Commit!!!
Then players would just stack mobs in the same place for a bit i.e their base then just zerg the other player =/
For an excellent example of when this drives you insane, see the gold flags on Cataract which are cappable just out of tower range.
I would like to see this change implemented.
The problem is there is no "Hold Position" command in this game.
Yeah, at least lower the acquisition range of priests to their attack range. Priests should simply never move to attack someone or something unless I tell them to.
/signed. Pretty please.
This should go for all minions, really, they are all so trigger-happy.
/signed. My friend and I always moan about this when we play.
When I tell a monk to get behind me, I mean for it to stay behind me, not dance in a circle, sally forth, and then skewer itself on a tower. The sad part is that by now I can actually anticipate its horrid AI and have developed some kind of perverse rhythm for continuously retasking them. Still, this needs fixing. Now.
Good post. Minions need adjustable ai settings. At the very least, change the ai code for the priests to passive behaviour (as the op said).
+1. Was just thinking the same thing
...although I've gotten fairly used to it, push M, click the minions behind me, push H to re-select the hero. Push O then H when I want to move off again.
At least with oaks spirits, they'll completely ignore O as long as something killable is near them.
It seems that quite often the "attack nearest enemy" overrides "regroup", whereas telling them to move overrides both.
A passive mode would be nice.
I think another mini panel for minion which have all the command much similar to hunter in wow where after a pet is tame a panel will appear with those similar command.
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