It's been said that the only strategy useful in play (once you get a small party going) is to use one person to run ahead and attract a single monster from a group, then run back, and try superior fire power and ambush skills. This seems, how shall I put it...repetitive. But in the game I'm playing (until Morrowind shows up), that seems to work just fine.
So what other strategies are you employing in specific areas that seem to work well?
Strategies
- fable
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Strategies
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
Well if you happen to get into big battles I always got rid of casters followed by non magical ranged units followed by melee units. Casters because they were most dangerous (damn those swamp witches), ranged units cause I can get rid of them alot faster and you don't end up in a drawn out melee fight while getting hit by 20 archers.
Other than that drawing out enemies in small quantities works in any game, not just DS, it makes plain sense.
BTW I HATE that mule AI, if i let him move freely half the time he walks into unexplored territory, if I make him stand his ground he'll just graze while i retreat (and again gets in trouble).
I just couldnt decide what kinda character to develop so I made all mine even accross the board. As a result of this I can't use any of the top EQ (not strong, agile, smart enough), but I can use decent EQ from all types. Also having 7 (1 mule) guys with 600-1200 HP (depending on stage of game), 300-450 armor, capable of fire balls or lightning blasts ain't all bad (should see the kinda damage that spell power does per round ).
Other than that drawing out enemies in small quantities works in any game, not just DS, it makes plain sense.
BTW I HATE that mule AI, if i let him move freely half the time he walks into unexplored territory, if I make him stand his ground he'll just graze while i retreat (and again gets in trouble).
I just couldnt decide what kinda character to develop so I made all mine even accross the board. As a result of this I can't use any of the top EQ (not strong, agile, smart enough), but I can use decent EQ from all types. Also having 7 (1 mule) guys with 600-1200 HP (depending on stage of game), 300-450 armor, capable of fire balls or lightning blasts ain't all bad (should see the kinda damage that spell power does per round ).
- fable
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I still don't care for the "attack strongest/weakest/closest" business, myself. Sometimes, I want to select exactly who my party should go after, and if it's a perfectly mediumweight spellcaster in the backrow, I'm out of luck because he/she isn't the strongest, weakest, or closest. I think BG2 was far better in this respect. You could exactly indicate whom you wanted each party member to attack. On the other DS, I do enjoy the repeated attack capability of the game, except that you need to watch it because sometimes, your party members will simply stop attacking for no good reason. I've seen this happen especially when an undead unit loses interest in a fight and starts walking away. I have to click on my party members and retarget, or they'll stop firing.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- The Undertaker
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you can override the AI, simply by clicking on the new target. if you want your guys to wipe out the mage, but he isnt closest, or weakest, then click on him.
when you have a dedicated healer, and a decent group, strategy sort of becomes a moot point. ive run into heavy ambushes, with all my guys wandering off killing whatever. the mage just sits there, like a MMORPG cleric, as if he's watching the health bars. as soon as one goes to 50%, he heals it.
by heavy, i mean outnumbered 5 to 1, with arrows and spells raining down on you, and tanks on your guys 3 to 1. the only members i have to watch for are the packmules. the healer sometimes does not automatically heal the mules.
the pulling technique really only needs to be used when youre trying to do the game with 1 or 2 guys. ive got 5, so its really rare to have someone die. ive got res scrolls scattered thru the group for when that happens . FYI, res works on mules too!
when you have a dedicated healer, and a decent group, strategy sort of becomes a moot point. ive run into heavy ambushes, with all my guys wandering off killing whatever. the mage just sits there, like a MMORPG cleric, as if he's watching the health bars. as soon as one goes to 50%, he heals it.
by heavy, i mean outnumbered 5 to 1, with arrows and spells raining down on you, and tanks on your guys 3 to 1. the only members i have to watch for are the packmules. the healer sometimes does not automatically heal the mules.
the pulling technique really only needs to be used when youre trying to do the game with 1 or 2 guys. ive got 5, so its really rare to have someone die. ive got res scrolls scattered thru the group for when that happens . FYI, res works on mules too!
- fable
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Tried that: it didn't work. Closest/strongest/weakest overrides anything else you point at. In any case, that's been my experience.Originally posted by The Undertaker
you can override the AI, simply by clicking on the new target. if you want your guys to wipe out the mage, but he isnt closest, or weakest, then click on him.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.