Single Enemy Ambushes?
No ideas?
I had this problem too... couldn't solve it. Had to go back to working around it with an Ally marked as "single" and then go get him before the fight.
No where near the way I wanted it to work, but that's the only thing MA allows at the moment I'm afraid
Janrith
Triumph Heroes:
=============
Saunik: lvl 50 Mutant Sonic/Electric Blaster
Photaun: lvl 50 Peacebringer
Taukezo Kensei: lvl 50 Natural Willpower/Dual Blades Tank
Published Arcs:
7326 Avenging the Dead
135096 Superhero Downtime
The problem with the "spawn" stuff (ambushes, protection (defendable or destructable objects), etc) is if you make a custom group it just spawns multiples as you've seen.
The only real way to get a single unit to fight is to have a boss objective and the only way to reliably get a single unit to assist is to use rescue.
If you use the "Single" enemy spawn size type in say a rescue objective and you're too low for an AV to spawn (and it's a custom group that has only an AV) you wont get *anything* and the goal will autocomplete. If you're group+difficulty is too high you'll get several AVs.
The only reliable way (that I've found so far) is to have the heroes rescue the person prior or make it an objective that pops at a certain boss health level.
I was able to get a single in one other instance now that I think about it. I setup a Battle between two custom groups.
Each custom group had a single entity in it, both Boss level.
Group "A" spawned 2 of the single member, group "B" spawned 1 of the single member. Swapping the custom groups to the different positions (group that was in "A" now in "B", etc), the new Group "A" still spawned 2, group "B" still spawned 1.
This was tested on Heroic... no idea if this would happen on higher difficulty settings, or even if it was a one-off thing based on the specific groups I was using. However, the only way I could verify was by setting the battle as a chained objective and ghosting to them as soon as I triggered it, as they still beat the bejeezus out of each other and the single was almost dead when I got there.
Janrith
Triumph Heroes:
=============
Saunik: lvl 50 Mutant Sonic/Electric Blaster
Photaun: lvl 50 Peacebringer
Taukezo Kensei: lvl 50 Natural Willpower/Dual Blades Tank
Published Arcs:
7326 Avenging the Dead
135096 Superhero Downtime
If you have the final room pretty right, and the final room has the spawns for it just add the ally as a "single" ally that's activated when the AV is at 75% HP or whatever. If the room is small he should aggro right in on the AV.
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If you have the final room pretty right, and the final room has the spawns for it just add the ally as a "single" ally that's activated when the AV is at 75% HP or whatever. If the room is small he should aggro right in on the AV.
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Hmm I'll play around with that, it seems like a good idea since the last room is fairly small and has the "back" spawn set for it.
Thanks
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I had this problem too... couldn't solve it. Had to go back to working around it with an Ally marked as "single" and then go get him before the fight.
No where near the way I wanted it to work, but that's the only thing MA allows at the moment I'm afraid
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Same here. There is no reliable way to do a "boss ambush" much less an "ally ambush"... yet.
Hey there, I'm trying to end an arc of mine with a fight between the player and (potentially) an AV. In order to make this less daunting for solo players I'm trying to figure out how to get an AV Ally to "ambush" during the fight and help the player finish the enemy AV off.
If I make the allied AV part of his own group I end up getting a spawn of duplicates that show up for the fight instead of just one. The only thing I've been able to come up with that almost solves the problem is adding more enemies to the ambushing group, so that instead of a group of AVs spawning I get 1-2 of my AVs and a few of his buddies. Still not ideal because there's always the chance larger teams still end up with more than 1 AV ally, but it's better than an entire group of them.
So anyway, Is there a way to limit the number of enemies that spawn for an ambush or is this simply a limitation at this point?