RikOz Posted March 22, 2020 Posted March 22, 2020 (edited) First mission of the "The Mysterious General Z" arc, "Stop the Sky Raider assassination". I'm running into an issue where the hostages I rescue, when fighting a Sky Raider Porter, and the Porter decides to teleport halfway across the map, think it's a good idea to go chasing after them. This seems to result in them aggroing everything along the way, and these aggro'd mobs all descend on me for some reason. In my current attempt at this mission, I had rescued two of the hostages and engaged a spawn of three Sky Raiders that included a Porter. Next thing I know, the Porter was gone, my two hostage pets were nowhere in sight, and out of nowhere I now have six more Sky Raiders beating on me. Even worse, since they were already aggro'd before they got to me, their respective Engineers had their forcefields up and running. So now I'm hemmed inside a circle of Sky Raiders with stacked forcefields. I can't land a blow, and I can't even move to try to take out the FF generators. So ... is there anything you can do to prevent pets from chasing after Porters? This is kind of ridiculous. ADDED: I'll note that I have done this mission successfully on other alts. It was just "bad luck" this time that the first two hostages spawned very near the front of the mission, so there were still a whole lot of Sky Raiders remaining once I'd rescued them. When I've done this mission before, they've tended to spawn much further in, so I had already cleared out most of the mobs, and increased the odds that any Porters would teleport to an already-cleared area and not cause this aggro problem. Edited March 22, 2020 by RikOz
MTeague Posted March 23, 2020 Posted March 23, 2020 I would like an option for "ignore mobs more than X yards from me" for MM pets. For actual NPC's, like the military guys in "The Mysterious General Z" arc... I dunno. They're not your henchmen, they're theoretically free-willed bits of pixels. OTOH, it really don't make much sense for said NPCs to go Guns-Blazin' off on their own into an even worse firefight with no backup if they were in need of being rescued in the first place. Fusionette and Lady Grey are a bit more understandable in that they're hero-type NPC's and may just be dumb enough confident enough to think they can pull it off. Roster: MTeague's characters: The Good, The Bad, and The Gold
RikOz Posted March 23, 2020 Author Posted March 23, 2020 1 hour ago, MTeague said: I would like an option for "ignore mobs more than X yards from me" for MM pets. For actual NPC's, like the military guys in "The Mysterious General Z" arc... I dunno. They're not your henchmen, they're theoretically free-willed bits of pixels. OTOH, it really don't make much sense for said NPCs to go Guns-Blazin' off on their own into an even worse firefight with no backup if they were in need of being rescued in the first place. Fusionette and Lady Grey are a bit more understandable in that they're hero-type NPC's and may just be dumb enough confident enough to think they can pull it off. Well, I think it's pretty much a problem unique to Sky Raiders (and perhaps Tsoo) in that these mobs will literally teleport themselves clear across the map. Absent the teleporting, the worst you have to deal with is your "partner" dashing across the room, not the entire map.
biostem Posted March 23, 2020 Posted March 23, 2020 Is it possible to have such enemies generate a PBAoE placate-like power when they teleport, which only works on pets?
ArchVileTerror Posted March 23, 2020 Posted March 23, 2020 It would be, biostem . . . however, I kind of like this behaviour at times. When the last enemy in a mob is a teleporter (or the final boss in the Sutton Task Force), I actually appreciate my Henchies running off and showing me which direction the blighter disappeared off to.
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