BlakeTheDrake Posted January 29 Share Posted January 29 This one's both interesting, and very easy to replicate. 1: Either be a Peacebringer/Warshade or have one in your Team 2: Play the mission 'Crash Odysseus's Auction' from The Magician in Night Ward. 3: During the first part of the mission, a number of Neutral mobs will be present, turning hostile only after a scene where you confront Odysseus. However, some of these mobs will spawn as Quantum Gunners, and these will be immediately hostile, even during the 'Neutral' opening. ...hardly a crippling bug. In fact, it's actually kind of helpful, since it allows you to remove whatever Quantum Gunners spawn in the Auction-Hall right away, BEFORE the big fight starts - the Neutral Mobs, after all, will not react in any way to you trouncing their Quantum-armed mates. It's pretty easy to figure out what's happening, too - and why it only happens in this ONE mission. Storytelling with Neutral Mobs is something you only really find in the Praetorian zones, and the groups you fight there do NOT have access to anti-Kheldian Quantum Tech - expansive though the Council's distribution-network is, it doesn't extend to other dimensions, it seems. So for the most part, you can play through First Ward and Night Ward as a Kheldian, without running into any Quantum Gunners - neutral or otherwise. But that ONE mission from The Magician, right near the end of Night Ward, takes you briefly back to Paragon City to deal with the Warriors, Tsoo and Circle of Thorns, all of whom DO get Quantum Gunner spawns... hence the fact that they're not coded to turn Neutral during these scenes becoming apparent. Link to comment Share on other sites More sharing options...
Frozen Burn Posted January 29 Share Posted January 29 I don't see this as a bug at all. Quantum gunners wouldn't be neutral EVER if a Kheldian is around. They are specifically hunting and stalking them. To me, this is perfect and matches lore/story-wise. Link to comment Share on other sites More sharing options...
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