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In praise of Hold Position


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#1
Unbroken Lineage

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Finished Hard as a Mage on PS3 and rolled a Warrior for Nightmare (DW PC, Alistair/Templar/Champ, Leliana/Bard/Ranger, Morrigan/Healer CC/Debuff).

I hadn't used/wanted/needed Hold Position at all during the Hard playthrough.  But at level 7 in the final battle of Warden's Keep on Nightmare, I "discovered" the Hold Position feature.  Let me just say that Hold Position is the greatest thing since Lifeward.

Hold Position is absolutely vital to my Nightmare playthrough, and I can't imagine getting through battles beyond level 7-8 without it.  I doesn't quite make up for the lack of click-to-position that PC players enjoy, but it's still an amazingly powerful tool that I'd overlooked for too long.  I imagine it's useful on Hard and Normal as well, and I wish I'd "discovered" it earlier.

Hold Position, use it.

Modifié par Unbroken Lineage, 23 novembre 2009 - 12:53 .


#2
Beertastic

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Totally agree. I love using it to keep my party members back and have my tank pull the enemies into a situation where I can bottleneck them and destroy them with AoE/Sweep attacks. It also keeps ranged monsters off of your back.

#3
Unbroken Lineage

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Beertastic wrote...

Totally agree. I love using it to keep my party members back and have my tank pull the enemies into a situation where I can bottleneck them and destroy them with AoE/Sweep attacks. It also keeps ranged monsters off of your back.


Yeah, it has totally opened the game up for me.  I had previously been taking huge amounts of unnecessary damage due to poor party formation and the relative pain involved in manually moving each party member in realtime on the PS3 (remember, we don't have the click-to-position luxury).

Hold Position gives me party formation freedom.  Add to that Nightmare difficulty, a different PC class/Race/Origin and a new party member composition--it's like a whole new game.

#4
Guest_Crawling_Chaos_*

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Beertastic wrote...

Totally agree. I love using it to keep my party members back and have my tank pull the enemies into a situation where I can bottleneck them and destroy them with AoE/Sweep attacks. It also keeps ranged monsters off of your back.


OMG ur exploiting the AI, your only supposed to charge into every fight and fight them like a man.

#5
BucMan55

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Only problem with hold position is melee folks won't step up to continue a fight if you select another one. Very frustrating trying to line up a good cone of cold AE and your melee are just sitting there being bashed on. There is no way to distinguish between step up and hit the guy you just shield bashed but dont chase the guy trying to run you back through traps. There needs to be a stick to melee combatant command.

#6
Treylinn

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This feature pretty much saves combat for me on the PS3. Though I would like a click-to-position feature added via patch. That is one thing I miss from my BG 1&2 on PC days - being able to command the party to certain positions on the battlefield quickly. Now I have to run them individually which sucks.



But I am extremely thankful to be able to play this gem on my PS3 and not forced to get it for the PC. Console games have come a LONG way in the past decade! Thank you Bioware.

#7
Unbroken Lineage

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BucMan55 wrote...

Only problem with hold position is melee folks won't step up to continue a fight if you select another one. Very frustrating trying to line up a good cone of cold AE and your melee are just sitting there being bashed on. There is no way to distinguish between step up and hit the guy you just shield bashed but dont chase the guy trying to run you back through traps. There needs to be a stick to melee combatant command.


I thought this was annoying at first, but it keeps me attentive, forcing field awareness.

#8
Beertastic

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Crawling_Chaos wrote...

Beertastic wrote...

Totally agree. I love using it to keep my party members back and have my tank pull the enemies into a situation where I can bottleneck them and destroy them with AoE/Sweep attacks. It also keeps ranged monsters off of your back.


OMG ur exploiting the AI, your only supposed to charge into every fight and fight them like a man.


*hands you a mug of beer*

Take it slow there, pup.

#9
Unbroken Lineage

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I would just like to point out again the incredible usefulness of the Hold Position feature. It is the single most important tech in terms of transforming each battle in Nightmare from a potion-chugging keep-my-fingers-crossed chaotic event, into an orchestrated win during which I seek and maintain advantage from start to finish. This is game-changing tech.

#10
Fulgrim88

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What should i say?

/agreed



Fear the door frames of death

#11
K K Slider

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Wouldn't have gotten Tactician without it. :)

#12
uribemr13

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how do u use the hold i just started playing the game for the first time and my party is on hold i dont know how i did that can some one help ( on PS3)

Modifié par uribemr13, 18 décembre 2009 - 06:10 .


#13
Smitridel

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Actually I think that the Hold Position along with the AI Behavior Modification are the key contributors to the whole tactic-feeling, this game provides.



Kudos to Bioware, for going even one step further :)

#14
Gaxe

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Unbroken Lineage wrote...

Finished Hard as a Mage on PS3 and rolled a Warrior for Nightmare (DW PC, Alistair/Templar/Champ, Leliana/Bard/Ranger, Morrigan/Healer CC/Debuff).

I hadn't used/wanted/needed Hold Position at all during the Hard playthrough.  But at level 7 in the final battle of Warden's Keep on Nightmare, I "discovered" the Hold Position feature.  Let me just say that Hold Position is the greatest thing since Lifeward.

Hold Position is absolutely vital to my Nightmare playthrough, and I can't imagine getting through battles beyond level 7-8 without it.  I doesn't quite make up for the lack of click-to-position that PC players enjoy, but it's still an amazingly powerful tool that I'd overlooked for too long.  I imagine it's useful on Hard and Normal as well, and I wish I'd "discovered" it earlier.

Hold Position, use it.


Hold position should be unique to each companion instead of applied to all.

There also should of been hold area where your companion doesn't mind moving 8 inches to hit someone.

Modifié par Gaxe, 18 décembre 2009 - 06:39 .


#15
Intrepid5295

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How does one find the 'Hold Position' action? I cannot find it anywhere.

Thank you.

#16
I Valente I

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It's on the advanced tactics wheel. The top lelft choice(if i remember correctly) with the hand with a circle around it.



'Hold Position' is one of the things that makes the combat worthwile, at least on the xbox. I've set up so many traps and ambushes, various formations etc with this beauty. The combat tactics helps too, so this way I don't have to constantly stay on top of Alistair or Sten and I can focus on my more involved party members like Morrigan and the PC.

#17
CobaltChicken

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Trouble is that the bad guys find it unrealistically easy to simply walk between your up-front meat-shields and the bottling tactic doesn't work half as well as it should.



There's a need for a rather more rigourous approach to "two objects should not occupy the same space at the same time" and, preferably, attacks of opportunity.


#18
I_Love_Leliana

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Crawling_Chaos wrote...

Beertastic wrote...

Totally agree. I love using it to keep my party members back and have my tank pull the enemies into a situation where I can bottleneck them and destroy them with AoE/Sweep attacks. It also keeps ranged monsters off of your back.


OMG ur exploiting the AI, your only supposed to charge into every fight and fight them like a man.


I wholeheartedly agree... Tactics are for noob and girl gamers who need to 'think' to win a battle. Us men shouldn't even click that button, we will charge in and give it all we have. I rather die in a full frontal assault, which is the manly way, than press pause and try to strategize my way to victory, which is the girlish way. :)

#19
Catcher

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CobaltChicken wrote...

Trouble is that the bad guys find it unrealistically easy to simply walk between your up-front meat-shields and the bottling tactic doesn't work half as well as it should.

There's a need for a rather more rigourous approach to "two objects should not occupy the same space at the same time" and, preferably, attacks of opportunity.


     While I'd agree that some work is needed in that respect, it needs to fit the combat system of DA, not other CRPGs. Attacks of Opportunity make sense in a turn-based combat system but would be out-of-place and likely to break the engine if implemented. The DA combat engine is designed as real-time with pause instead of the RTwP interface over a turn-based combat system. What might work better would be a Warrior Talent  (sustainable, probably) that induces a movement penalty on all opponents in the immediate vicinity. Then the warrior could target a slowed opponent moving through and, depending on weapon speed, get the same effect, or have the option of using a special attack to knock a charging mob of his pins.

#20
CobaltChicken

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Well I'd say that to move between two hostile people who are standing side by side should require some kind of knockback attack on at least one of them.




#21
gingerbill

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I'm the same as OP , barely used it then stepped up a difficulty and i use it alot more , i wish on console you could aim with the wheel (when the games paused to issue orders) and click your stick in to tell them were to move too. Would be very handy to be able to click to tell them were to move , it wouldnt be as good as clicking with the mouse but much better than having to move characters to were you want.

#22
gingerbill

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CobaltChicken wrote...

Trouble is that the bad guys find it unrealistically easy to simply walk between your up-front meat-shields and the bottling tactic doesn't work half as well as it should.

There's a need for a rather more rigourous approach to "two objects should not occupy the same space at the same time" and, preferably, attacks of opportunity.


i disagree , the game is based around managing aggro not blocking the way , you can still block in doorways but i think it would make the game crap if you couldnt simply walk by someone and would lead to many pathfinding problems. Also i'm not sure about AOO , it is annoying when people can run off from combat but i don't think AOO would fit in with this system , maybe a slightly modified version.