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Why do darkspawn outmaneuver and outrun my rogue in combat?


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#1
Martin of Candlekeep

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How is it that darkspawn filth can outmaneuver and outrun my level 20 (noble human) rogue, who has strength = 29, dexterity = 55, cunning = 45?

I have noticed this happen quite frequently in combat.

Let's say some darkspawn grunt is making a bee-line for one of my NPCs; for example, Wynne. My PC sees this and heads on an intercept course, thinking, "I'll let the scum have a taste of two-bladed fighting; see how much he likes the sting of my rune-enchanted blades!" or, "this is nothing a little 'dirty fighting' won't be able to put a stop to!"

Almost invariably what happens is that as my PC heads on an intercept course, the darkspawn runs right past him. My rogue pivots as if to watch in dumbfounded amazement how such a thing could be, while the darkspawn continues to run past, run beyond, and make for its original target.

By the time my nonplussed level 20 rogue manages to uproot himself from his comfortable pivot-spot, the darkspawn has already run several paces beyond him, and pursuit is almost pointless.

This must be a problem in the mechanics of the game. But come on! how ridiculous can you get??

#2
Loc'n'lol

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This is why you keep a bow in your inventory. :P

#3
sajahVarel

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I agree, with your stats, a rapid aim longbow with some fire arrows is going to pin the mob on the wall, even without talents.

#4
mosspit

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Yes. Melee target talents usually require the enemy to be (more or less) stationary in order to trigger. Stats has nothing to do with it. The other walkaround is to use non-target talents like warcry or 2H sweep. However, this does not exactly apply to enemies.

#5
Zy-El

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They'll always go after your mage unless you have a tank nearby to draw aggro. It is impossible for a melee fighter to hit an opponent who runs right by you.



Of course, that loophole works both ways. If you make a bee-line to the enemy mage, the melee grunts in between can't hit you either and instead, they'll be chasing you. I've used this tactic all the time with my Berserker to get at that nasty mage in the back! Works like a charm!

#6
Martin of Candlekeep

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Good points! In fact, I do pretty frequently use a longbow. But sometimes you'd just like to take a swipe at someone with your blades as they run past, maybe even stop them in their tracks. It does seem to be an issue of game mechanics, then, which detracts a bit from the 'realism,' but, as pointed out, it's nice that at least it works both ways.

#7
Eluethra

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I've found my tank literally get pushed out of the way by a charging enemy, even Shale.

#8
CJ11ffht

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Yeah, it is just the mechanics of the game. I have the same problems come up with my party, when i attack with my mage from afar, i try to have my warrior stop the mob that is incoming but because he is attacking in melee the mob just runs right by him.

#9
Martin of Candlekeep

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CJ11ffht wrote...

Yeah, it is just the mechanics of the game. I have the same problems come up with my party, when i attack with my mage from afar, i try to have my warrior stop the mob that is incoming but because he is attacking in melee the mob just runs right by him.


This does seem a bit ridiculous, doesn't it? That they could run right past a fully armed, alert warrior with complete impunity?

#10
Vanderbilt_Grad

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Just MHO, but the game obviously has issues with targeting moving targets in melee. Frequently when I click to attack a moving foe the attack animation will not start until the foe has stopped moving. That's probably the biggest problem.



I've seen the reverse and it's even worse. In BGII for example you couldn't move past circles at all and some 3 ft halfling could block an ogre from moving through a door if memory serves.

#11
BooPi

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Dirty Fighting or Riposte. Special abilities will trigger on targets on the move if you get close enough for just a fraction of a second, it looks a little weird though because by the time the animation finishes they're already several feet away and get knocked down / stunned by an invisible gust of wind.



Once they're stunned, you move in for the kill. Oh, and shield bash, pommel strike, etcetera. Anything with stun and/or knockdown, though if it needs a full combo you might have some problems.

#12
Martin of Candlekeep

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BooPi wrote...

Dirty Fighting or Riposte. Special abilities will trigger on targets on the move if you get close enough for just a fraction of a second, it looks a little weird though because by the time the animation finishes they're already several feet away and get knocked down / stunned by an invisible gust of wind.

Once they're stunned, you move in for the kill. Oh, and shield bash, pommel strike, etcetera. Anything with stun and/or knockdown, though if it needs a full combo you might have some problems.


Interesting observation, BooPi. I think I've noticed something like this happening to *my* characters, when they've run past an enemy (and I thought they were safely out of harm's way). Nice to know some of these 'special moves' will work. Still, would be nice to take a swipe at someone with your blade(s) as they run past.

#13
Nerdage

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Martin of Candlekeep wrote...
How is it that darkspawn filth can outmaneuver and outrun my level 20
(noble human) rogue, who has strength = 29, dexterity = 55, cunning =
45?

I have noticed this happen quite frequently in combat.

Let's
say some darkspawn grunt is making a bee-line for one of my NPCs; for
example, Wynne. My PC sees this and heads on an intercept course,
thinking, "I'll let the scum have a taste of two-bladed fighting; see
how much he likes the sting of my rune-enchanted blades!" or, "this is
nothing a little 'dirty fighting' won't be able to put a stop to!"

Almost
invariably what happens is that as my PC heads on an intercept course,
the darkspawn runs right past him. My rogue pivots as if to watch in
dumbfounded amazement how such a thing could be
, while the darkspawn
continues to run past, run beyond, and make for its original target.

By
the time my nonplussed level 20 rogue manages to uproot himself from
his comfortable pivot-spot, the darkspawn has already run several paces
beyond him, and pursuit is almost pointless.

This must be a
problem in the mechanics of the game. But come on! how ridiculous can
you get??

Fair play, that genuinely made me laugh.
I'm not sure why the only requirement isn't the enemy's distance from the player. To be honest, I'd think that it takes extra work while making the game to require the enemy be stationary in order to attack it, which is odd considering it comes across like a bug.

Modifié par nerdage, 17 mars 2010 - 08:59 .