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Post by contributor on Nov 11, 2013 9:19:25 GMT -5
I'm still somewhat of a newer player but I've found a little strategy I like a lot. I've discovered that the NPC's will always go after one member of your team every time. It could be your knight but it could also be one of your runners. The trick is basically figuring out who your "Runner" is and building your strategy around them. To do this it helps to establish your core team early and figure out who the guy with the target on his back is. Once you know, you can make sure that he has the best armor and start boosting his athletics to make sure that he can cover a lot of ground. As long as you don't change your team, enemies will run after him every combat.
I've got a great team going now and my "Runner" basically takes off on a sprint and leaves the other two do all the work or escape. This is especially nice on assassination missions. Roach (my gunslinger/runner) scurries away and drags all the baddies with him. You have to get your other people out of range, because the baddies will still take shots of opportunity at whoever they can, but if no one is in range they will move towards your running runner. Once everybody is off chasing Roach, I'm left alone with the target, while my other non-runner runner heads off in the opposite direction to get some distance and make an escape once the target is down. Very slick.
Does anybody know what determines which team member the bad guys will go for?
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Post by grävling on Nov 11, 2013 18:13:39 GMT -5
[quote author=" contributor" source="/post/62737/thread" timestamp="1384179565" Does anybody know what determines which team member the bad guys will go for?[/quote] closest one, if there is a choice.
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Post by contributor on Nov 12, 2013 2:10:45 GMT -5
Hmmmm? But that doesn't seem to be the case, unless every single time Roach is the closest one. I think I didn't do a very good job in the first post of describing the strategy. I was pressed for time. What I've found is that, if there are no targets in range, enemies will always move towards Roach, 100% of the time, every combat. In another game, it's my Knight, but there will be one team member (as long as you don't change the team) that will always draw the bad guys towards them.
It's very helpful, because once I get everyone out of range and Roach moving away from the others, they basically have a free hand to do whatever they want. They can move away to escape, kill my assassination target, or get in position while Roach runs around a building and brings the bad guys back in smaller groups all sorted out by how fast they move. It also helps with xp allocation, because I can focus Roach on athletics and getting his AP up and the others on other things.
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Post by contributor on Jan 18, 2015 8:40:52 GMT -5
Still curious to see if anybody else is utilizing this and if anyone has found a formula for knowing ahead of time who the enemy will target. In my current group everybody always went for my first hund, Attila. I added Boxer to the team and I think everybody still went for Attila. When I added Ein, everybody started moving towards him. He had a few tough scrapes until he got his Athletics and then AP up.
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Post by beuns on Jan 19, 2015 11:52:17 GMT -5
I uses this tip with each and every one of my group. The target is the one I always boost on athletic and I put a lot of xps in stealth for my knight (always useful ). I realize I never thanked you contributor for this one. So : thanks dude
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Post by contributor on Jan 20, 2015 3:31:59 GMT -5
Thanks, I too find this to be so incredibly important in combat. It really allows me to determine what the enemy will do and how to get away from them, or to preposition my team so the enemy is in range when they move.
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Post by grävling on Jan 20, 2015 12:28:58 GMT -5
And I am still not seeing this. Them as are closest get munched, here. I wonder if this is due to Android version differences, or what?
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Post by contributor on Jan 20, 2015 16:31:31 GMT -5
grävling, that's interesting. I'm currently using Android 4.4.4, but I'm pretty sure it worked the same way on 4.2.2. Do you play on both the devices in your sig? Any difference? If anybody is within the enemy's weapon range, they will take any shot they have. But once everybody is out of range, enemies always move toward the same team member every time. This is great for assassination missions as it's super simple to draw everyone away from the mark.
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Post by grävling on Jan 20, 2015 18:11:55 GMT -5
grävling, that's interesting. I'm currently using Android 4.4.4, but I'm pretty sure it worked the same way on 4.2.2. Do you play on both the devices in your sig? Any difference? If anybody is within the enemy's weapon range, they will take any shot they have. But once everybody is out of range, enemies always move toward the same team member every time. This is great for assassination missions as it's super simple to draw everyone away from the mark. I don't play on my phone much, now that I have a tablet. I remember on my phone thinking -- is there code that says, 'kill the hacker first!' back in the days when I was still trying to develop hacker runners. So maybe it worked like that on the phone. I should take my phone for a test sometime soon and see what I see. On my tablet, no, it seems most random as to which of my team members gets it, or based on proximity, though escort marks draw the most fire.
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Post by fallen on Jan 20, 2015 23:20:42 GMT -5
#CK-2956 to investigate.
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Post by grävling on Jan 21, 2015 3:13:02 GMT -5
I have been doing some investigations. When the combat starts, the bad guys each pick an enemy and get a lock on him. They will go after this enemy unless they 'change their mind' about it. If they cannot attack this enemy but can attack a different one they will change targets. Otherwise, they keep going after this enemy even if there are closer ones to attack. As far as I can tell, they pick the closest, when first acquiring this target. They may have a bias for marks who are being escorted by you. However, I think that whoever starts out as the closest is strongly influenced by how much stealth a char has. Chars that have more stealth start farther away from trouble. Since I favour small teams with everybody having the same amount of stealth (Lots, but I never pay 2x or 3x the stat), for me which team member gets munched varies a lot. If contributor is deciding to jack the stealth of whoever did not get munched in his first fight, then before long that member will _never_ be the closest to trouble when a fight starts, as the less stealthy ones will always be closer. Which means they will always be getting munched.
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Post by contributor on Jan 21, 2015 3:20:25 GMT -5
I should be able to do some testing on this, if I get the time. I've got a big team and stealth is actually pretty low for most of them, except my knight. I should be able to modify stealth pretty easily and see if that changes anything. Life is a little crazy this week though, so it might not be today though.
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Post by contributor on Jan 21, 2015 15:20:41 GMT -5
Hmmmm, played around just a little bit. Boxer and Ein were both at Stealth 2, which I hadn't touched. Moving Ein's Stealth up to 3, which means Boxer now has the lowest on the team doesn't seem to affect anything. Everybody still goes for Ein.
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Post by grävling on Jan 21, 2015 20:25:24 GMT -5
Hmmmm, played around just a little bit. Boxer and Ein were both at Stealth 2, which I hadn't touched. Moving Ein's Stealth up to 3, which means Boxer now has the lowest on the team doesn't seem to affect anything. Everybody still goes for Ein. Try increasing it more, because 1 point isn't that significant. Are they still going for Ein every time? And when the fight stats is Ein closest to the bad guys, or tied for closest?
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Post by contributor on Jan 22, 2015 6:23:12 GMT -5
During a moment of "down" time this morning I fought two fights. Yes the enemy still always moves towards Ein. To be honest I've never paid that much attention to how everyone gets placed when a fight is spawned. I observed a few things though.
1) Ein was actually always in the middle of my group with the others placed in a semi-circle around him and enemies were coming from multiple directions. Both of the jobs were capture missions so we were knocking on a door and then spawning a fight. Ein was always somewhere near the door, with other teammates getting placed east, west and south, which leads me to think that...
2) It might be that my team is always getting dropped in a cross pattern, lined up to the cardinal directions and then adjusted for obstructions.
This doesn't help us figure much out, but I will keep testing if I can get some more down time. Where's my coffee....?
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