With the ongoing discussion of party viabilities in Hard and/or Nightmare difficulty and in regard to various AI behaviour "errors" (not really errors, but certainly suboptimal), I'd like BioWare to implement a special command into the companions tactics that would greatly benefit tactical gameplay if used (and wanted to be used by the players).
With regard to the unholy amount of damage dealt by friendly fire, casting certain abilities (and there are a lot certain ones) is effectively a gamble on whether you and your companions are in the blast zone or not, given how confused the AI can act some times (outright insanity here and there to be honest).
Thus, automizing the casting of such spells/abilities in the tactics screen is mostly a not so good way of dealing with them and in the heat of battle, even seasoned players might overlook the chance to use some abilities that would be perfect to use at that moment. Especially given how isometric view is no longer present (no hard feelings here, though it would have been beneficial to the tactic component of the fights), having the required oversight of the battle is not given on a regular basis.
Thus here my proposal that I wish to be implemented in the future (near future at best) by patch and/or implementable .gda or however you can do that.
We already have the ability to chain multiple conditions for tactics (and a big BIG kudos for that BioWare, it is really helpful in forming tactics) but what I do miss are two primary conditions/actions:
-The first is what the whole topic is essentially about. I want an action that automatically pauses the game (aka pausescreen comes up (and at best I get a little reminder that tactics kicked in just to prevent me thinking that was a random hick-up) if the aforementioned conditions are met.
I am thinking for example of the Chainlightning spell. Enemies clustered with at least two other enemies is good. Use current condition for next tactic is good too. Then Enemy Status=Staggered is even better as you set off a Chainlightning, hit at least three enemies and one gets the extra damage due to cross-class combinations.
But everyone of us can say that those tactics are a little fishy in use.
For example my 2Hander pummels a group of enemies and one gets staggered -> Tactic kicks in. The result: Not only does my 2Hander get hit by the spell too, but also mostly only one of those guys will be staggered.
Now imagine said Warrior would have had staggered more of the mob with the next two blows AND had ime enough to get out of the way. Not only would the damage done to the enemy party have benn increased by an unholy amount of pwnage, but also my Warrior would have been spared, which is essential on Nightmare difficulty..
Now imagine we had the Pause-Command: My Warrior hacks happily away, a Spawn staggeres and *ping* Pause screen and the camara jumps to Merril. You see her Chainlightning is ready. You can fire it away now and simultanously give your warrior the command to get away, thus minimizing the damage your warrior/party recieves, ... OR you could end the pausescreen, pummel the mob a few more times so that more than one guy is staggered and THEN hit them with the spell and having your Warrior take a run. Optimization at its near perfection and we all now what BioWare thought of when coding Nightmare difficulty ("Play perfect and have lots of lucks!").
This ability would greatly enhance the tactical combat as you can always define crucial conditions that when met will inevetably get your attention. Also, you can define conditions/actions that on Nightmare may very well be suicide (Firestorm anyone) and thus are largely ignored, even if a one in a lifetime opportunity presents itself, because at this very moment, you are otherwise occupied and have wisely in regards to the normal fights NOT enabled such a tactic. With this feature, as long as you can think of situations and allpications, you would never again miss an opportunity which would have been exploited if you already defined it. And if it would kill your party, you can always choose to not fire the spell/ability.
-The second thing I'd like to see in this aspect would be a new condition: Cooldown checks.
Structured possibly as follows Cooldown Check -> Select ability (multiple Selects possible!) -> [Ability] (-> Ability -> etc.) -> Done -> Is in cooldown (/Is ready (this is not as crucial as the former in its application)) ->= Select Action
A condition like this would benefit my previous idea so we could further enhance the precision of our conditions as in if a defined condition is met, but the spels we'd implement in said situations are not ready anyhow, the pause screen would not kick in if we couldn't use the tactic anyhow.
I have absolutely no experience in modding past tweaking things here and there a bit (mostly stats and mostly only Fallout 3
Okay, what do you, my fellow forumites think on this?
Neofelis Nebulosa





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