I have one, very simple strategy when dealing with powerful melee opponents in this game, and that is to use archers and mages to wear the opponent down, and use a warrior simply as chase bate, keeping them just out of reach.
To do this it's essential to keep the archers and mages at a safe distance so I use the tactical cam, assign a go to point a suitable distance away then watch as they run to that point, then run right back up to the monster again and attack at point blank range. Well sometimes they stay put for a bit, but usually it's not long until they're right on top of the guy with the huge two handed sword getting wiped out.
So my battles tend to be a repetition of open the tac camera and assign destinations... play for a few seconds, open tac camera again, reassign destinations, play for a few more seconds ect.
I have turned off the abilities that were causing them to rush in and attack at close range but they still do it. Am I missing something? Is there some way to get them to just stay where the heck I put them?
Try setting them to follow themselves under behaviors rather than defending the controlled char or something else. Generally, my mages and archers keep their distance when I have it set that way, but, yes, it happens that they suddenly are way too close to a 360 degrees wielding boss or whatever.
Behaviors have nothing to do with the hold command.
In that video I place Dorian and Sera on hold behind a corner where I know they will lose line of sight. I go off and attack some dudes while they sit behind the building firing at nothing because they are still set to follow Black wall and know he is attacking something.. I then put my rogue on hold and run the targets back into los at which point Dorian and Sera start attacking them while still maintaining their hold. While this is going on my rogue is standing there whiffing on a dog cause she's also maintaining the hold command that I applied mid combat. I finish the video by placing everyone on hold and running a fair distance away to show about as far as you can go without the pathing teleport kicking in.
Which at the end of the day is a good thing as I'd MUCH rather have teleporting allies than allies that get stuck on terrain or whatever and you wind up losing them and you don't ever really need to have your ranged characters be all that far any way. As long as they are out of melee/aoe range it's far enough back.
So while los, follow behaviors, and the applying hold commands mid combat doesn't affect hold commands, what I have seen that does regularly break hold commands is issuing other orders since technically hold is a command and this game doesn't let you stack commands. Which is an issue for people that want to put the troops on hold as far as movement but continue to micromanage them for combat. And that's what I was referring to when I was talking about intent. That it seems to be hold was designed largely for players that aren't going to be micromanaging their troops and just let the ai behaviors run them because it does work if you play that way. where as it's completely incompatible with further micro-managing due to commands not being stackable.
Here's what it looks like in combat
notice my ranged folks stay at ranged. I've found you don't even need to micromanage even that much. Most of the time you don't even need to micro-that much just send the tank in and make sure he's got warcry to preferred.
behaviors to remove micro
tank -- follow -- tank so tank continues attacking nearest target after they kill the first on their own, makes it so they don't switch targets till the last one is dead
ranged -- follow -- tank so they focus targets till they die, I find with other behaviors they target switch too often which is inefficient.
presto.
There's a LOT of stuff to complain about in this game, but the hold command is perfectly workable once you realize it's built for less micro-management and not more.
I loved the tactics option in DA2 there was something so satisfying about seeing a Merrrill use chain lightning when an enemy was staggered but also in a group of at least 3 just like I'd told her too. Or to watch her switch to and from blood magic all by herself in exactly the way I wanted her too. I loved that ability to maintain that level of control without having to micro manage everyone. I wished they'd brought tactics into Mass Effect as well.
I wished they'd brought tactics into Mass Effect as well.
I actually don't and I hope they don't bring it into ME4, either, or at least make it optional, like in DAI. I prefer the current ME series combat style.
Try setting them to follow themselves under behaviors rather than defending the controlled char or something else. Generally, my mages and archers keep their distance when I have it set that way, but, yes, it happens that they suddenly are way too close to a 360 degrees wielding boss or whatever.
Has this worked well for you? I've always wondered if it might improve the AI decision making, as far as identifying battlefield threats. Warriors are usually fine, since they're basically pitbulls. But mages and archers have a nasty habit of going toe-to-toe with something for no reason.
With no tactics option, you mostly just have to solo through this game. I rarely bother with my incompetent AI companions, unless i'm on the verge of a party wipe.
I've since discovered that it does work but you have to click on the ground twice, until it says hold position. They will stay put until you give them an order such as attack my target.