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Topic: Chasing down that last bandit archer
Home › Forums › Battle Brothers: Game Suggestions › Chasing down that last bandit archer
- This topic has 5 replies, 4 voices, and was last updated 10 years, 7 months ago by
Sky.
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13. May 2015 at 19:28 #3906
mrbunnybanParticipantPlease tweak the AI of Bandit archers just a wee bit: When Enemies can reach him in one turn, take a quick shot then move away. Do NOT spend the whole turn moving away.
I can’t count how many times I’ve wasted round after round chasing after that lone bandit archer to the edges of the map until he gets stuck on the border and only then my troops finally take him out. I know you want the game to be challenging, but this is just tedious. Battles is the core of your game; please don’t make the battles tedious.
13. May 2015 at 21:46 #3911Sky
ParticipantAgree, usually it is silly to chase the last archer or two. But sometimes they do tend to kill off a pursuing brother. I’m all for shorten the chase.
13. May 2015 at 22:17 #3915
GODParticipantI thought they already tweaked this by making the last survivors more agressive? Catching people has been far easier than it was in the demo. As for archers, it makes sense for them use hit-and-run tactics. Just wait until the Goblins get introduced… :P
14. May 2015 at 00:08 #3929
XizzieParticipantUsually if the archer starts fleeing and doesn’t shoot, a brother can easily reach him and just kill him in meelee. The problem is that, even though easy, it’s really boring.
I believe a good solution would be that, if there are only archers remaining, set them to just move and shoot. This way you can reach the archer in max 2 turns and the battle won’t turn into that endless and boring chase.
14. May 2015 at 06:12 #3941
mrbunnybanParticipantI thought they already tweaked this by making the last survivors more agressive? Catching people has been far easier than it was in the demo. As for archers, it makes sense for them use hit-and-run tactics. Just wait until the Goblins get introduced…
I’d argue the current AI makes the experience of chasing them down less immersive, not more. What usually happens isn’t a case of hit and run; instead, the bandit runs away at tops speed, not taking a shot, to the edge of the map and then only finally stops moving and starts shooting anyway. If the bandit took a quick shot and then moved instead, we don’t have to be reminded that there is an artificial boundary to the battlefield.
Edit: Holy, that smiley face exploded!
14. May 2015 at 11:03 #3955Sky
ParticipantI’d argue the current AI makes the experience of chasing them down less immersive, not more. What usually happens isn’t a case of hit and run; instead, the bandit runs away at tops speed, not taking a shot, to the edge of the map and then only finally stops moving and starts shooting anyway. If the bandit took a quick shot and then moved instead, we don’t have to be reminded that there is an artificial boundary to the battlefield.
Exactly!
Unnecessary running around when the battle is already over is pointless and sometimes frustrating in forests. If the archer would not run to the battle border but instead simply surrender or run away ending the battle but not giving loot or exp, it still would be fine imo.
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