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Tank running from chokepoint


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9 réponses à ce sujet

#1
Grackula

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So, while in Redcliffe I am using the doorways as chokepoints by having Alistair block the doorway.
I am having a couple problems with this however:
  • Sometimes Alistair decides he would rather go THROUGH the doorway (idiot)
  • Positioning in the doorway seems off
  • Mobs moving through the doorway when attempting to block doorway
  • Sometimes a few of my party members decide to run through the doorways (wtf?)
So, I am guessing maybe some tactics are making the npcs (and my PC rogue!) do this?
Normally, I control Alistair and position him in the doorway in front of my party and then get aggro from the enemies.

Then all the issues start once combat is initiated.
Tactical advice please?

#2
Ambaryerno

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I turned tactics off and just manually control everything. For one, I've lived with it from Baldur's Gate all the way through to today, so manual control is good enough for me. Second, the AI in this game was drafted from the short bus. I can't tell you how many times I've watched a mage toss a fireball off point-blank and blast HIMSELF.



Also, try telling your party to Hold Position ("H" on the keyboard). Then they won't move unless you TELL them to move.



That being said, holding doors and chokepoints like you could in BG and NWN just doesn't work as well in DAO, because enemies can push past your party members as if they don't exist.



The only suggestion I've ever seen to make this work is to use Threaten to get the attention of all the enemies focused on the tank guarding the door.

#3
DragoonKain3

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Most probably its your tactics., if you double checked your AI is set to default.



For example, if you have tactics that have 'nearest visible --> use ability', they will always use that ability and run up to the enemy. Same thing with stuff like 'enemy: highest HP' or whatnot.



As such, for tactics, its either better to have it set around 'Self: <condition>' or even 'Enemy: target of <this character>'. Latter is particularly effective, because if they don't have a target (ie. standing at chokepoint or you force moved them) they will not run up to the enemy.

#4
Koralis

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If you're trying to block the doorway, the first order of business is hitting the "Hold Position" button under the character portraits.

#5
Grackula

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Koralis wrote...

If you're trying to block the doorway, the first order of business is hitting the "Hold Position" button under the character portraits.


I just started playing and hadn't noticed you could do that for each player ...
Whenever I click HOLD for the party they don't attack even if the enemy is near them.

i'll experiment with changing the tactics slightly.
Just micro-managing and pausing helps make my party much more powerful. Took out the Redcliffe Suits of Armor on the first go without much difficulty. if I could figure out how to get everyone and then run back through a doorway and then turn around and use that as a chokepoint it would probably be easier ...

thanks for the responses.

#6
Ambaryerno

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If you told them to Hold they will not attack if the enemy moves out of range. At least that's the case if you turn Tactics off....



Personally, I've begun finding it easier if you give yourself more room to maneuver, especially if you have a mage with any of the three "shotgun" spells (CoC, Shock and Flame Burst) in your party. Those spells are much trickier to use without risk of friendly fire if you have to fire over your tank's shoulder.

#7
AiTenshi1

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As was said, Tactics is the issue. Hold Position is useful, but it also depends on party composition and other factors. Also, I don't think the console versions have a Hold Position option for each party memberm so it may depend on which version you are playing as far as what you can do with various options.



I use all female party and it's easy to blast enemies in most cases (Hard and Nightmare mode is what I play at, by the way). In Redcliffe Castle, for example, it's very easy to post my group outside the doorway, go in and aggro the suits of armor, and rush back so they wind up clustered for blasting.



Note that party members WILL attack from the Hold Position command if their Tactics are set to allow them to do so. Tactics in this game is very broken compared to something like Tales of Vesperia, but basic attacking is possible, at least. However, it still requires proper combination of options and behavior settings. Since I use the all female team, I have most (or all) set to Ranged behavior, and it works well in most situations.


#8
Grackula

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I see.

playing PC version. Currently running with Alistair, Lil, Morrigan, and I am a dw rogue.

For some reason adding Lil greatly improved our survivability (instead of Sten).

Now that Morrigan has Cone of Cold things have drastically been easier to control. Sometimes I don't even care about freezing a party member :P

#9
hisaksson422

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...or you could just slap your stupid tank with a force field everytime he tries to run too far, then he can watch all enemies get slaughtered by his teammates... not that the AI will ever learn humility though! :)

#10
GeorgeZip

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The combat seems to get crazy when large spaces are involved between you and your enemy. Alot of times you can send an archer to shoot the closest one, then retreat the whole party back and wait for the enemy to trickle in. Can be a bit cheesy but it works.



The enemy also seems to use rally points or something. They stream past your tank even if you taunt and go to a spot, then attack the nearest target, often your cloth people. Retreating negates this.