Custom Group Aggro Range
Other than avoiding stuff that buffs perception like Willpower's Heightened Senses, I don't know of any.
Dec out.
A lot of defense sets offer perception bonuses in one of the toggles.
But yes, I've noticed that custom NPCs are more likely to pick up my scent whether they've got a defense set or not.
Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093
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Heh, I aggroed about three sets of mobs way down the hallway in my own arc.
DEY CAN SEE MEH!
Did take me by surprise a little.
Dec out.
I did give Willpower to one of my custom mobs, I may remove it and see it that helps.
I may also need to space out the spawns a bit, but I imagine that's probably a matter of picking different maps. Spawns that are simply too close together on solo suddenly morph into one huge spawn when played with a group. I tried my arc with some SG mates last night, and the first room was just absolutely full of enemies. I believe we were looking at 3 different spawns, but there was literally no telling where one left off and the other began. I think my buddies were ready to kill me, despite my pleas that "it's not my fault!"
Did you hammer on the console of the Millenium Falcon as you said it?
I see the whole heightened perception thing as a bonus, really. It could force designers to re-think the strength of individual custom enemies, if you could find yourself facing 3-4 spawns at once.
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Did you hammer on the console of the Millenium Falcon as you said it?
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Insert Wookie noises here.
Hmmm, will have to use a Mk III analyzer to see what the Perception of custom critters is.
I put a custom critter in with a group of snipers and it saw me at the same time the snipers did, so, I'm willing to bet custom critters have a sniper's perception... or agro range.
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Thank you for comfirming this. I have a range enhancer in my Flashfire, and I keep noticing that the NPCs do that little, "stand up fully, hey!" posture change that means they see you as I am firing it off. This goes with several things I noticed with custom NPC.
Blaster NPCs get Defiance.
I just fought a Zombie using Rooted, but he could jump! AND his power set was mace stone armor, yet I was being immobilised! Stone does NOT have an immobilise! Mudpots is a slow and DoT.
Dr Tanaka 50 Stone/Stone Tank
Cool MacCool 50 AR/Ice Blaster
Cold MacCool 50 ice/ice Blaster
Alura Darkstone 41 Brute Dark/Stone
Dr Akanat 40 Brute Stone/Stone
and many more
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Hmmm, will have to use a Mk III analyzer to see what the Perception of custom critters is.
I put a custom critter in with a group of snipers and it saw me at the same time the snipers did, so, I'm willing to bet custom critters have a sniper's perception... or agro range.
[/ QUOTE ]This happens to any critter in a spawn with a sniper. The sniper sees you, and send his aggro shout to the critters in his spawn, which aggros the others onto you, despite the fact that they wouldn't normally see you.
It has been my experience that, barring +perception powers given to the custom critter, they have normal perception values.
http://www.fimfiction.net/story/36641/My-Little-Exalt
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I just fought a Zombie using Rooted, but he could jump! AND his power set was mace stone armor, yet I was being immobilised! Stone does NOT have an immobilise! Mudpots is a slow and DoT.
[/ QUOTE ]Mission Maker Secondary.Stone Armor.Mud Pots has a mag 2 immobilize.
http://www.fimfiction.net/story/36641/My-Little-Exalt
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I did give Willpower to one of my custom mobs, I may remove it and see it that helps.
I may also need to space out the spawns a bit, but I imagine that's probably a matter of picking different maps. Spawns that are simply too close together on solo suddenly morph into one huge spawn when played with a group. I tried my arc with some SG mates last night, and the first room was just absolutely full of enemies. I believe we were looking at 3 different spawns, but there was literally no telling where one left off and the other began. I think my buddies were ready to kill me, despite my pleas that "it's not my fault!"
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The first mish in my arc is tiny intended to get just that effect.
I do, however, give warning in the departure text that they're watching and may jump you right off the bat.
Dec out.
In an arc I recently ran, and really enjoyed, I walked into a one room map posing as a Biker bar.
Gang War erupted all over the place.
Of course, being a blaster, my immediate first reaction was TROW FIRE!!!!
So of course, I popped off a Fire Ball and went to town.
Had a rollicking good time and enjoyed every second of it.
Of course, talking with another player in tells I was told that since she was stealthed when she went in she just sat back and watched the Mayhem commence.
Yeah, I had my Cloaking Device on when I went into the mission. Hitting Hover instead of Fire Ball would have given me a really nice view of the carnage that ensued.
But that is not the way of the true Blaster.
If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.
Black Pebble is my new hero.
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Did you hammer on the console of the Millenium Falcon as you said it?
[/ QUOTE ]
No, but when I saw all the enemies waiting to kill us, I did swing around in my swivel chair and cried "it's a trap!"
I created a custom enemy group for a mission arc and I noticed that the mobs from this group have an unusually high aggro range. I used a standard group in the same arc and the difference is very noticeable. What makes it worse is that on a couple of my mission maps, the spawns tend to get placed rather close together. Combined with the large aggro range, I found it's very easy to end up fighting 2 or 3 spawns at once.
I didn't see an option for adjusting the perception of custom mobs. Is there a way to do this?