Creature Handler Archive

Thread: Any advice on doing Faction missions?

MuOne
Sat Apr 24, 2004 6:56 pm
#1

Was doing some missions and I keep loosing my pets when fighting stormtrooper lairs - they run away far away far far away - they dont come back either, stick a pet on a mob while I attack another and turn round and they are both dissapearing over the horizon. Even using GSP's with posture change attack. Arrrgh. Its always stormtroopers use a pet to group for a mission and its always stormtroopers and they never stand their ground - they just wont stop running. I hate it. Was doing ok till those missions turned up, al other mob types always stand and fight (and die) obligingly. They must be programmed to run to a distance relevant to a range weapon - and with a fast pet chasing, its an endless loop. I thuoght I was on to a winner, something I could actually solo with pets, but no - screwed again.
Sabatian_FarStrider
Sat Apr 24, 2004 8:35 pm
#2

Find yourself some pets that have good stats against Energy and Kinetic. They have a tendency to stick better. I find the GMs run worse and they are bigger. Go figure.



Sabastain FarStrider
FarStrider Emporium
(-6331,-3124) Solace, CorelliaIntrepid Galaxy

NlMH
Sun Apr 25, 2004 10:52 am
#3

Kitties and Gurrecks are good for Stormies, or I should say bad for Stormies. Heheheh


Either way, Stormtroopers tend to run from anything, so no matter what you use, you're going to have chase those bastards down and they run pretty fast, too. At least a Gurreck and most Cats will be able to keep up.






"Dogs have masters. Cats have staff" -Anonymous
michael_rem
Sun Apr 25, 2004 3:05 pm
#4

I havent done faction missions since they nerfd our pets, but..

Always send in pet first and when all stormys are on your pet you start shooting/slashing.


Then keep an eye out for when the pets target starts to run. When it does quickly change target and send pet on that one. the first trooper will run off, but usealy they come back (remember bleeds:smileywink . Just make sure that you are close to the camp and that the pet never gets further then about 65 meters from the camp.


What sucks about this is you are killing all stormys slowly meaning that your pets takes alot more damage. Its why i stopd douing faction missions (solo anyway).
SmakU-Awound
Sun Apr 25, 2004 9:15 pm
#5

yeah, those rebels are fleet of foot, too. I've chased surface marshals over 1000 meters before. Now I just send the pet to attack the lair itself, then all aggro on him and i go after the scum...er...politically challenged...and pick them off, one by one.


It amazes me how poor the AI is in this game when it comes to combat. And, it is not just SWG, most games have lame AI. Best advice is don't forget to keep your pet within your command range as he will allow himself to be lured off and killed if you do. The difference now is, your pet can't take the damage it used to and you'd better be able to finish off the bad guys fairly quickly because you can see your pet's HAM bar drop pretty quickly. I will not waste stims on them and instead just store them and pull the next pet for the next mission. Usually my pet is at least half dead at the end of a mission.


NlMH
Mon Apr 26, 2004 1:18 pm
#6

Good Blast and Energy Resists with Light Armoris what you want if you are taking on Imperial Mobs.



"Dogs have masters. Cats have staff" -Anonymous
MuOne
Tue Apr 27, 2004 12:14 am
#7

thanks for the imput - if i try the attacking the lair with pet method - I assume it takes a fair amount of damage, what sort of resist types would be adviceable of a pet for this type of work - all mobs would be imp troopers.
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