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Party management while engaging hostiles at varying distances


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#1
Hel

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A question for those more versed than I in party management.

Say you encounter a situation where six ranged hostiles (divided in groups of three) are placed on opposing sides of a field and melee hostiles are pouring in from the far end of the field (example: first encounter with the Carta in Legacy). How would you go about managing your party while fighting these hostiles without toggling the AI and assuming direct control of your companions?

My own experience with this situation tells me that it's nigh impossible to have your companion AI handle this on its own. Instead of focussing on killing the nearest hostiles first, the companion AI can easily get distracted by a hostile attacking from a distance. When this happens to two out of four companions and both split up in different directions their survival rate quickly decreased to non-existant. At the same time this puts my other two characters' lives at jeopardy since my party is now at half its capacity and they cannot deal with every group of hostiles at the risk of dying as well.

I've been playing around with the different tactics, but I've found no way of telling the AI to stay grouped together. Nor have I found a way to tell the AI to engage hostiles at close range first, before moving on to the ones at a greater distance. Is it even possible to do such party management while engaging hostiles at varying distances through tactics?

If not, I'd really like the ability to do so. A tactic or AI function that tells your companions to stick together as a group goes a long way. In addendum, having "hold position" actually do what it says would help too, I wager.

Modifié par Helekanalaith, 31 juillet 2011 - 08:14 .


#2
Bazedragon

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I tend to have 2 ranged characters. If it's my mage hawke and merrill (usual party line-up along with anders and aveline), I put down one Tempest on each group of ranged, then pick off the melee.

Not sure about hard/nightmare, but lightning strikes from tempest disrupts their attacks on Normal - making them do a short dance and hurting them.

Failing that? Fist of the maker + Gravitic Ring - deck them and then slow their attacks and movement speed.

Edit - not sure if it's possible to  really play with tactics  to suit this kind of thing... really does require micromanagement.

Modifié par Bazedragon, 31 juillet 2011 - 08:20 .


#3
AreleX

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it doesn't require micromanagement, i don't, save the occasional 'hold position'

'nearest visible' should serve if you really need it (i don't remember if that's still bugged, on second thought)

check my signature for gameplay vids + companion tactics and all types of ill ****

#4
Sabotin

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Put on every companion to assist you at the end of their tactics. Enemy-target of Hawke-Attack. And add this condition to other things, too, like using skills on elites etc (though I'm not sure it's working anymore). That way you're indirectly controlling their targeting and they won't run off to the other side of the area just because a condition has been triggered there. Or you can add a "target is at close range" condition to those skills with a short range.

Also check out SuicideBaby's thread on tactics, I guarantee you that with properly set tactics you'll have minimal companion issues.

#5
Hel

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Bazedragon wrote...

Failing that? Fist of the maker + Gravitic Ring - deck them and then slow their attacks and movement speed.


These abilities certainly come in handy when fighting the melee group of hostiles, but they offer little assistance when dealing with the ranged groups. They're located out of Hawke's reach and by the time Hawke's in range the damage received from the continuous ranged attacks would be too dire to survive long enough to deal with the threat.

AreleX wrote...

'nearest visible' should serve if you really need it


I'm using this condition already. However, after reading SuicidialBaby's topic I've learned that I misinterpreted the flow of tactics in general. I was under the assumption that the AI would go over the entire list of tactics from top to bottom, but apparently it restarts the iteration from the moment one of the tactics' conditions is met. Which means that it never reaches those "nearest visible" conditions I've set.

Sabotin wrote...

Put on every companion to assist you at the end of their tactics. Enemy-target of Hawke-Attack. And add this condition to other things, too, like using skills on elites etc (though I'm not sure it's working anymore). That way you're indirectly controlling their targeting and they won't run off to the other side of the area just because a condition has been triggered there. Or you can add a "target is at close range" condition to those skills with a short range.

Also check out SuicideBaby's thread on tactics, I guarantee you that with properly set tactics you'll have minimal companion issues.


Thanks on both accounts! I'm going to try out the "enemy of" condition along with a few things I've read in SuicidialBaby's topic on tactics. Posted Image

Modifié par Helekanalaith, 31 juillet 2011 - 09:09 .


#6
SuicidalBaby

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Aggressive behavior by its nature is an attack nearest function, same with Ranged

If you're running 3 ranged and 1 tank, it would be best to involve the dog for a 2nd tank and distraction. CC should be your next move. Either Glyph of paralysis, Pull of the abyss followed by grav will slow the attack rate of those in the radius.

Temptest from one of your other ranged, you should have 2 mages minimum for this encounter. Even a fast casting Fireball will bring sufficent force to disrupt attacks for more than 2 seconds after impact, which will buy you enough time for a Firestorm over 2 groups minimum.

Even Fatiguing Fog would be sufficient CC with Disorient's effect of making the targets lose track of what they were doing and simply wander for a time.