Ok i have my Leliana as an Archer BUT no matter what i do with the Tactics even by turning off all the options she still change to melee when hit by a melee enemy that is what i dont want.
Does anyone know how to avoid this? Am I doing something wrong or is it a BUG?
Help BIOWARE or anyone please
Is anyoneHaving problems with the *Tactics*
Débuté par
Khaos51
, nov. 11 2009 11:07
#1
Posté 11 novembre 2009 - 11:07
#2
Posté 11 novembre 2009 - 11:15
change the behavior from default to ranged...that's what I did and it's seem to work....I have none of her tactics set to swap weapons at all for any reason..I had this problem at first but it seemed to correct itself or the behavior swap from default ot ranged did it...I've watched her firing point blank now
#3
Posté 11 novembre 2009 - 11:20
On the tactics screen in the corner there is a "behavior" drop down.
Of course I should warn you, archery kind of sucks. (kind of = completely in this case) Hopefully that will be fixed in a patch though.
Of course I should warn you, archery kind of sucks. (kind of = completely in this case) Hopefully that will be fixed in a patch though.
#4
Posté 11 novembre 2009 - 11:24
If you dont want her to use melee weapon take them off her?
#5
Posté 11 novembre 2009 - 12:42
Mitch- wrote...
If you dont want her to use melee weapon take them off her?
She will probabily go bare hands i guess
I ll try
#6
Posté 11 novembre 2009 - 02:19
mlsk8 wrote...
Mitch- wrote...
If you dont want her to use melee weapon take them off her?
She will probabily go bare hands i guess
I ll try
Did you not see the other 2 responses?
#7
Posté 29 novembre 2009 - 05:18
I'm having this same problem with Wynn as an arcane warrior with a sword. The sword has nice magic stats so taking it off isn't an option, but no matter what I set her behaviors, she always runs in full bore warrior, dies in 3 hits and I'm down a healer.
She wont respond to some of her other tactics either like, Self-> Any telekinetic weapons and Ally health less than 10% force field.
She wont respond to some of her other tactics either like, Self-> Any telekinetic weapons and Ally health less than 10% force field.
#8
Posté 29 novembre 2009 - 08:06
I found tactics menu as too complex and totally useless.
Instead of few reasonable options we have zillions unclear features that are
badly described in the booklet and in the in-game help. NPC archers behave more
clever than a party member archer equipped with all reasonable tactics options.
For instance, a typical combat in an inner cell: PC opens a door; several melee
enemies are in front, some archers deep inside the room; tank should block the
doorway and fight with all melee enemies; healer and archer assist him; PC should
rushe inside the room to kill archers and then attack melee enemies from
behind. And what happens: PC rushes inside, tank is not able to block the
doorway, huge size enemies manage to squeeze through a narrow dooway ignoring
the presence of the tank standing just in the doorway and attack the healer and
the archer (archer (as well as the healer) is not running away (there is enough
space for that) but uses the bow as a close range weapon, by simply running
away the archer can temporarily withdraw enemies that are chasing him from the
battlefield helping the tank). Result: all three party members killed. PC has
to fight alone and also ends dead. I know that there can be better variants of
initial tactic scheme.
IMHO the game in general is overloaded with redundant
and nearly useless details (e.g. weapons or armor pieces: different names and
somewhat different appearance but identical major parameters) that are
difficult to master, my inventory is always full with “garbage”.
Instead of few reasonable options we have zillions unclear features that are
badly described in the booklet and in the in-game help. NPC archers behave more
clever than a party member archer equipped with all reasonable tactics options.
For instance, a typical combat in an inner cell: PC opens a door; several melee
enemies are in front, some archers deep inside the room; tank should block the
doorway and fight with all melee enemies; healer and archer assist him; PC should
rushe inside the room to kill archers and then attack melee enemies from
behind. And what happens: PC rushes inside, tank is not able to block the
doorway, huge size enemies manage to squeeze through a narrow dooway ignoring
the presence of the tank standing just in the doorway and attack the healer and
the archer (archer (as well as the healer) is not running away (there is enough
space for that) but uses the bow as a close range weapon, by simply running
away the archer can temporarily withdraw enemies that are chasing him from the
battlefield helping the tank). Result: all three party members killed. PC has
to fight alone and also ends dead. I know that there can be better variants of
initial tactic scheme.
IMHO the game in general is overloaded with redundant
and nearly useless details (e.g. weapons or armor pieces: different names and
somewhat different appearance but identical major parameters) that are
difficult to master, my inventory is always full with “garbage”.
#9
Posté 02 décembre 2009 - 08:15
I find the tactics system is excellent, if a bit UNDER developed... if it worked as is its supposed to.
As it is right now, my npc's won't listen to their tactics and kind of do whatever they want. I have to put on most sustainables, walk my Arcane warrior OUT of the enemy range, activate abilities they aren't using.
They need some more choices for tactics situations though. Frozen would be a big help, Not under "type" of attack would be another one. My arcane warrior doesn't need her sustainable on causing 50% fatigue when she's just healing, It'd be nice to set it so she turns it on when under melee attack, melee attacks, than turns it off once she's out of melee combat.
As it is right now, my npcs don't do their proper sustainables, don't stay out of range when using cautious but have a melee weapon equipped, and Allistair seems to have a hard time telling his party is taking damage. He also lacks aggro management abilities but thats a different point. (Shales aoe stuns vs allistairs taunt?)
As it is right now, my npc's won't listen to their tactics and kind of do whatever they want. I have to put on most sustainables, walk my Arcane warrior OUT of the enemy range, activate abilities they aren't using.
They need some more choices for tactics situations though. Frozen would be a big help, Not under "type" of attack would be another one. My arcane warrior doesn't need her sustainable on causing 50% fatigue when she's just healing, It'd be nice to set it so she turns it on when under melee attack, melee attacks, than turns it off once she's out of melee combat.
As it is right now, my npcs don't do their proper sustainables, don't stay out of range when using cautious but have a melee weapon equipped, and Allistair seems to have a hard time telling his party is taking damage. He also lacks aggro management abilities but thats a different point. (Shales aoe stuns vs allistairs taunt?)
#10
Posté 02 décembre 2009 - 08:40
This has nothing whatsoever to do with the toolset and has been discussed to death in the general forum.
#11
Posté 03 décembre 2009 - 03:36
Are you sure that there is no way to modify it with the ToolSet,
e.g. via scripts?
e.g. via scripts?





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