Scout Archive
Thread: How to tell if creatures swarm?
I use a "workaround" (maybe bug?) to check for social behavior safely. I target one of the mob's from, say, 100m out, and "attack" it. I then get the "out of range" message, but the AI just sees that the social group has been attacked, and any social mobs will head my way (usually with the exception of the one I actually attacked...wierd). Then I just target the closest one heading my way with murder on his mind and run away shooting. When I get far enough away, I have my kitty jump the mob I've been shooting at.
The other mob's lose interest at a certain distance unless they are being attacked, so they head back to the lair, or just stand around. Then, I can go back and clean out the lair in fairly short order...usually without the mob's going social on me again.
I'm aware this is not the way it should work. But, with everything else they've got on their plate, it will probably be a while before the dev's fix this behavior. Meanwhile, I'm getting a good idea of what mob's are social.
The Prima guide makes an attempt to identify social mob's in the game. But the info listed there is incomplete...and often wrong. Most of the info in that guide is that way. Creature CL (challenge level) is actually pretty accurate, altho with some glaring exceptions. That can be a big help to CH's. That information, and the detailed listings of the exact coords where advanced trainers are, is the only thing in that Guide that I've found that were of any use at all to me.
I use a "workaround" (maybe bug?) to check for social behavior safely. I target one of the mob's from, say, 100m out, and "attack" it.
Yep. Also works inside of 64m by unequipping your ranged weapon. "Attack" with a melee weapon, peace, then watch for the HAM bars to pop up of those that agroed on you.
The advantage of doing this far from the creatures is that if they are social and you draw them in, the one you originally "attacked" will stay put giving you a better chance of not getting mauled.