NOW WITH VIDEO
sorry about the low res and the slowdown, I haven't upgraded my video card in years so I run the game at only like 40 fps even without anything running, fraps hogged up what little wiggle room I had hence half to record at half resolution and still getting a fair bit of slow down, either way it isn't pretty but it serves the purpose.
Los and tac cam testing
my tactics settings in action
There seems to be a lot of misinformation out there about how the hold command works and how the follow behavior works as well. I've been testing this for a while tonight and have come to some conclusions.
1. The hold command is NOT overridden by AI behaviors like follow/defend.
2. Hold commands issued in tac cam are NOT overridden by switching back to action cam.
3. Hold commands are NOT overridden by line of sight
I tested all of these things by double click moving (which makes them hold once they get to where you moved them) Sera and Dorian behind a wall where I knew they would lose line of sight in tactical cam while having both of their behaviors set to follow the PC and then switching to action cam and engaging a group of enemies. Both of them stayed where I had placed them. I further tested it by engaging the entire group to begin the fight, then double click moving them both out of los in the middle of combat and again they stayed where they were. They even tried attacking without los as I was able to see Dorian cast a few lightning cages and Sera consume a few flasks off in the corner where they couldn't actually fight.
4. The hold command will be overridden if ANY other COMMAND is issued.
And I do mean ANY other command. Attack my target? Kiss your hold goodbye. Manually cast lightning cage on your ranged buddy? Kiss your hold goodbye. Hold will only really work if you've properly set up your tactics so that you don't have to micro-manage that lightning cage to begin with.
Conclusion, if you want to make use of the hold command in order to not have to micro-manage, then you need to STOP MICRO-MANAGING and it will actually work. And the beauty is with the right follow instructions and tactics you shouldn't need to micromanage them any way.
Lastly an example of a simple fight and the tactics used.
Dorian -- follow tank -- preferred -- static cage, horror enabled -- walking bomb, barrier
Sera -- follow tank -- preferred -- flask of lightning stealth enabled -- every other ranged ability
Tank -- follow tank -- preferred warcry enabled -- payback strike, shield bash, shield wall disabled -- challenge better to save challenge for stragglers that go after your ranged folk
PC -- ai disabled
A simple set up for lone wolf characters like rogues. Send in the tank, war cry, and set him to attack a target. Once that is done, your tank doesn't require any further micro-management since they will retaunt with war cry and by setting him to follow himself he will continue attacking whoever you sicced him on until they're dead and will then move on to the next target in range. Your ranged folks will focus down whoever the tank is beating on since they're set to follow tank allowing you to go from mage to archer to mage obliterating them in real time while your team sits back blissfully free of micromanagement.
With the abilites I've set to preferred the ai is usually smart enough to have Dorian cast a static cage early in the fight trapping everyone the tank taunted, and Sera and the tank are smart enough to use their available detonators on anyone paralyzed/panicked if I'm not doing it myself on my rogue.
Oh and for when worst comes to worst and something like a dragon jacks up your hold by pulling people in, going in tactical and double click your people out of harms danger and they'll go right back to being on hold.
I'm sure plenty of people have figured this all out on their own but with as often as I see people complaining and posting misinformation about it well there it is.
p.s. Defend -- Self behaviors aren't compatible with hold. When set to defend characters won't attack unless they're being targeted or you tell them to attack, if you tell them to attack it clears out the hold and if they're defending themselves your tank is doing his job so it's a lose/lose.
addendum
1. Hold commands WILL undo themselves after combat, but pre-combat holds should not undo themselves by going into combat.
This only seems to really be an issue during dragon fights as they can fly far enough away during battle that your team will be considered out of combat. Standard fights against mobs don't have this issue.
2. Hold commands ARE subject to path finding teleports if you stray too far from your group. I can see how people can find this irritating, but I also definitely see why it's in the game and prefer a teleporting party to AI getting stuck on things or whatever. I don't see this as all that big an issue cause you really do have to be pretty far from your group for this to be an issue and all you really need hold commands for is to stop your party from running into melee range or getting to close to the tank and falling victim to aoe. You don't need to be a city block from your tank to avoid either of these things.





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