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did the away team get slower? x1

not sure if it's just me but when this game first came out I had zero issues with the away team apart from them getting stuck. now they can barely keep up with me when I sprint so now I feel like i'm baby sitting them more cause now I have to make sure they are keeping up with me, not bugging out or I have to run back and get them cause they can't keep up when I sprint. I don't mind it but it's putting me off playing the game knowing that I have to baby sit the away team

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  • lighte007lighte007 Member Posts: 390 Arc User
    edited October 2016
    The way team got stupider it seems.

    I had to play the FE ground portion on K-13 without my boffs and without my kit modules, it was a tryin' POS.
    The Rising of the Delta is the best expansion ever, and people love it to death because it is a good day to die in the endless struggle for supremacy of your own conviction. (A spin off of the Delta Rising is the best expansion ever and all the players love it.)
  • discojerdiscojer Member Posts: 533 Arc User
    Other games I've played have added a thing where you can "summon" your companions when they get lost. Basically instantly teleporting them to your location

    Not an ideal solution, but when the game expects you to have AI companions and they can't follow you through, there has to be some sort of failsafe.

    Well, besides drying and respawning...
  • aliensamongusaliensamongus Member Posts: 285 Arc User
    The only BoFFs that seem to run normal are those you can claim from the Temporal officer and the special Android officer for Lifetimers.

    Every now and then there is a map where they can't wander through halls normally and react to an open corridor or doorway as an obstical so they just stand there. Sometimes I don't even realise this until I'm standing there alone against a group of enemies.. and I'm like "Really guys? Thanks team.."

    I often have to babysit their every move to get into some simple corridors. If a Dev needs and example, it's the Outpost at Nimbus, when you go down the lift and last time I recall having it through a playthrough it was also the Installation where you need to fetch a Changling.
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  • officerbatman81officerbatman81 Member Posts: 2,761 Arc User
    Lol hard at this thread, ive noticed this too when playing the new FE.
    I hope they fix this soon.
  • kjfettkjfett Member Posts: 370 Arc User
    Slower, no. Incapable of walking through a closed door, straight down a hallway, turning a corner, it's horrid on the new K-13 station and the mission that goes with it. Other missions are pretty much on par with the past.

    I believe this to do a design issue with the station and not that Boffs got worse.
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  • officerbatman81officerbatman81 Member Posts: 2,761 Arc User
    The doors are too tight? They need fat person doors?
    I can walk through them fine.
  • kjfettkjfett Member Posts: 370 Arc User
    I kept running back to find them standing at closed doors...as if they weren't tripping the sensor to open them. Not sure what tight or fat doors have to do with it. :P
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  • officerbatman81officerbatman81 Member Posts: 2,761 Arc User
    Well mine stand at open doors like they cant walk through, like they are caught in the hallway.
  • officerbatman81officerbatman81 Member Posts: 2,761 Arc User
    Btw, i need to take the barrier shield ability away from my ground engineer, they were being a jerk at the doorway.
  • sorceror01sorceror01 Member Posts: 1,042 Arc User
    BOffs were recently altered so that if you slowed down to a walk, they would, too (which they previously did not do). Which they will actually do now, instead of jittering around like caffeinated Cardassian voles.
    But I guess an associated bug with this is that they can apparently not be just slower overall? I myself haven't noticed this personally, but this probably isn't that far of a stretch.
    ".... you're gonna have a bad time."
  • kjfettkjfett Member Posts: 370 Arc User
    sorceror01 wrote: »
    BOffs were recently altered so that if you slowed down to a walk, they would, too (which they previously did not do). Which they will actually do now, instead of jittering around like caffeinated Cardassian voles.
    But I guess an associated bug with this is that they can apparently not be just slower overall? I myself haven't noticed this personally, but this probably isn't that far of a stretch.

    Makes sense I guess. I can't recall the last time I stopped from a run to witness them all run past me and start jumping on things as they try and get back into position. Not sure I see how that relates to them not moving at all, unless you are saying that they may have done more to alter they ability to follow and pathe than just some small tweaking.
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  • turbomagnusturbomagnus Member Posts: 3,479 Arc User
    I don't think it's related to K-13 and Artifacts though... I've been noticing it happen for a while on certain maps. Facility 4028 is particularly bad about your bridge officer and the two NPCs not wanting to walk through doorways.
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross; but it's not for the timid." -- Q, TNG: "Q-Who?"
    ^Words that every player should keep in mind, especially whenever there's a problem with the game...
  • neoakiraiineoakiraii Member Posts: 7,468 Arc User
    Member when people complained that ship hallways were Huuuge, and that wasn't canon

    Now you know what happens when you try to scale it like the show
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  • necreliosis#4763 necreliosis Member Posts: 112 Arc User
    It could be related to this bug. Since Artifacts my Romulan and Reman BOFF's now only move at a very slow jog and can't keep up. My Human, Trill, Andorian, Suarian, and Betazoid BOFF's have no trouble keeping up, even my Jem'Hadar and Voth can keep up too. My Romulan and Reman BOFF's are slower than molasses now.
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