Curious, any mods to not make combat suck so much? The combat such a cluster****, takes most of the ejoyment out of the game. Not sure what it even is, slow cast times combined with enemies moving way to fast a part of it.
Maybe i'm just getting old and this fast pace not my thing lol....
Curious, any mods to not make combat suck so much?
Débuté par
vortexdr
, avril 07 2013 03:17
#1
Posté 07 avril 2013 - 03:17
#2
Posté 07 avril 2013 - 11:29
The game's AI is certainly Artificial, but not always Intelligent. It has improved a lot since the eariler patches, thanks to Tony K's AI system having been incorporated into the game. It can still cause creatures to do some wacky things though (like use the whirlwind feat against a single enemy).
Lugaid's Danaan Tactics AI improves things even more, but I don't think it could be easily incorporated into the OC or the expansions.
Lugaid's Danaan Tactics AI improves things even more, but I don't think it could be easily incorporated into the OC or the expansions.
Modifié par DannJ, 07 avril 2013 - 11:30 .
#3
Posté 08 avril 2013 - 12:01
Vortex, you've pointed out the biggest problem of turn-based rules being used in a realtime-with-pause engine. It's a sad thing that you have to guess where your enemies will be by the time you've cast your spell, when the rules aren't set up that way. I do get by and enjoy it anyway, but I would definitely enjoy it more if the game were turn-based.
What I can suggest is liberal use of the pause key, manual control of more of your party members (although I don't use puppet mode, there are numerous options for controlling what the AI of your party members do), and using "broad strokes of the brush" when it comes to firing off AoE spells, rather than precision. Use of choke points like doorways helps keep enemies in a line or in a group suitable for a wide-area spell. Certain spells are more foolproof against groups than others. For instance, the missile swarm spells only hit enemies, so they can be cast without regard for your party members, and can be targeted at a single enemy, who it will always hit, but it will also hit other enemies near the one you targeted.
It can also help to adopt the tactic of sending in a heavily armoured and protected character to attract the attention of as many enemies as possible, ward that character against something like fire, and then rain as many fire-based AoE attacks as you can right in the middle of the fray.
What I can suggest is liberal use of the pause key, manual control of more of your party members (although I don't use puppet mode, there are numerous options for controlling what the AI of your party members do), and using "broad strokes of the brush" when it comes to firing off AoE spells, rather than precision. Use of choke points like doorways helps keep enemies in a line or in a group suitable for a wide-area spell. Certain spells are more foolproof against groups than others. For instance, the missile swarm spells only hit enemies, so they can be cast without regard for your party members, and can be targeted at a single enemy, who it will always hit, but it will also hit other enemies near the one you targeted.
It can also help to adopt the tactic of sending in a heavily armoured and protected character to attract the attention of as many enemies as possible, ward that character against something like fire, and then rain as many fire-based AoE attacks as you can right in the middle of the fray.





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