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Range fighters not backing up during fight


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#1
grifter024

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How the heck do you make your range figthers stay away from the front lines in this game? I know in DA:O it was easier to keep them further back while the tanks took the brunt of the damage. In DA:I though ranged warriors will just stand still like statues and not care they are getting pummelled in the face.

 

How the hell do you tell them to stay away from the front lines without having to babysit them every single second?



#2
Capeo

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Don't set any ranged to Follow any Melee. This will cause them to run up next to them. Have ranged only Follow another ranged or Controlled Character depending on how you play. If one of your ranged pulls aggro though, and they don't have an evasive move available you have to move them yourself.

#3
Back Lot Basher

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@ Capeo - great tip.  I'll be sure to check my tactics.

 

Otherwise, you'll have to manage them.  I've seen Varrick run right into the fray and start firing from three feet away.  Not a lot of punch in the Long Shot from there.  Warriors seem to be okay on their own, but an archer rogue and a mage have nasty combat habits at times.



#4
RavenousIron

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Varric sometimes does this. I find that the best way to get over this is to quickly jump into the tactical view and simply point him where you want him to go and back out. This is of course for more serious fights.



#5
lastpawn

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Yes the archer AI... all AI... is not that great. Actually tank AI is decent now that I think about it.

 

You can use tac cam to hold position (click twice: once to move, second time to hold ground).

 

Setting behavior to "defend" rather than "follow" seems to help.



#6
grifter024

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Thanks guys, I'll try this out when I get back into the game.



#7
Capeo

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Yes the archer AI... all AI... is not that great. Actually tank AI is decent now that I think about it.

You can use tac cam to hold position (click twice: once to move, second time to hold ground).

Setting behavior to "defend" rather than "follow" seems to help.


Defend has a rather large downside in that anyone set to defend won't do anything unless something is aggroed on the character they are set to defend. This can lead to a fairly sizable drop in DPS.

#8
Navek

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AI for archer is a bit wonky when left on default settings but I run this setup and gives me minimal  problems.

 

In tactic set AI to follow, next change from controlled to that characters name ex. Sera to Sera. Since doing this AI archers only get close enough to be in auto attack range and they just go to town on enemies with  archery tree abilities.

 

Forgot to Add: AI will give chase to enemies who run go out of their range til their back in attack range.



#9
Gigamantis

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In short, it's impossible.  If your ranged characters are attacking an enemy and ANYTHING disrupts their ability to target they're going to run straight forward in the direction they were attacking.  A lot of things will disrupt their targetting to, because the hitboxes in this game are very buggy.

 

If you plan to let the AI autopilot as range I'd make sure to give them things like fade-step, evade and so on.  The AI is decent at using those abilities at appropriate times and it'll help them survive.  All in all if you want to play on higher difficulties you should be prepared to babysit a lot, though. 



#10
Swin

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I loved it when I auto levelled Varric and he took hook and tackle LOLz. That was quickly taken off :)



#11
ThelLastTruePatriot

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 I can't stand baby sitting party members, so I prefer playing classes that can essentially solo all the time such as reaver or KE. I dunno why the tactics were dumbed down in this game, whereas in origins you could micromanage just about every part of a party member's behavior.  I stopped playing on nightmare since the early game consists of pause, position, pause command command pause pause pause unless of course I was playing one of the two aforementioned classes. Tnen I could just ignore what my team was doing and curbstomp any group of enemies. However you do need to reach skyhold to do that.