I loved it in Doom but in the new titles the enemies couldn't kill each other, which was disappointing.
A big reason why STALKER is one of my favourites. There's all sorts of beasties and bandits roaming around that will frequently fight and kill each other regardless of the player being involved. Nothing like hearing gunshots in the distance and coming over the hills to see a bandit camp being set upon by a pack of wild dogs.
This was painfully underutilised in every TLoU game
Also, Herbert Moon, the racist/antisemite shopkeeper in Red Dead Redemption, has like x1000 normal NPC health when taking damage from other NPCs for some reason.
RDR1 post-game spoilers:
Because when the Lost spawn, they spawn on the opposite side of the map, away from your units. If the aggro rate of Lost was even 50% they would almost always target Advent leaving you pretty much safe and defeating the purpose of them.I've been mildly annoyed by this behaviour in XCOM 2 lately -- not because I don't want it to happen, but because it seems inconsistent about whether it happens or not. It keeps screwing up my half-baked plans, making me think I'm safer than I really am, lol.
When you have Advent and the Lost in the same mission, they'll sometimes attack each other, but also sometimes ignore each other. I kind of get it from the Advent side; it makes sense for them to see XCOM as more of a threat and thus not necessarily take out every Lost in sight before turning their guns on you. What I don't get is why the Lost sometimes run past Advent and beeline straight for my team. They're mindless zombies, they should be attacking whoever's closest! The only thing you can really rely on from them is breaking the aliens' overwatch shots, because the Lost turn conveniently happens right before your turn, after the Advent and/or Chosen turns.
There's nothing better when fighting multiple enemies than tricking one into hitting the other, then getting out of the way and letting them fight it out. Then once of them wins, take them out and move on.
I love doing this in Condemned, enemies can be manipulated into these situations quite easily with some smart movement.
Also Watch Dogs 2, when I need to infiltrate a gang hideout, call the cops or another rival gang, hide somewhere safe and watch them tear each other smart, then sneak in while they are distracted.
What are your favourite games for using this tactic, ERA?
I understand perfectly well how it works and why. I'm saying I don't like it as it is, because it's inconsistent. I'd rather they either have them fight, or don't. As it stands, the mechanic might as well not exist outside of the lure; under normal conditions, you can't work it into your strategy at all because of the randomness. I think that sucks, because y'know, it's a strategy game.Because when the Lost spawn, they spawn on the opposite side of the map, away from your units. If the aggro rate of Lost was even 50% they would almost always target Advent leaving you pretty much safe and defeating the purpose of them.
Use a Lost lure and completely nullify their threat on top of helping you do tick damage to enemy units in future. I almost never go into Lost missions without it once I can create one.
You beat me to it.One of my favourite parts in 'The Last of Us Part II', for this threads subject matter alone:
It can be done with any shopkeeper, but Herbert Moon in particular will take way, way more damage from other NPCs than any other NPC can in the game.Lol this worked on all shopkeepers from what I could tell and I'd spend sooo much time doing this. It was hilarious every time.
My favourite was punch someone then run infront of the cops and let them punch me. The cops of course would arrest them.Pedestrians getting into fistfights in GTA IV could be hilarious, especially if someone pulls out a gun. People might try to take them down, or police could see them and go for an arrest. You could call the cops on an angry pedestrian and sometimes they'll work out what you're doing and bolt, other times the cops could show up and arrest them. Then you could hijack the cop car with the pedestrian still in the back.
There were a lot of fun systemic interactions in that game that were taken out of V and it was real disappointing. I loved picking up stuff from hot dog stands and throwing them at people, or shoving them around and seeing what happened
I was just going to post that. It's great to get a huge brute with an axe to hallucinate and wipe out half a camp in story, but in Legends, it's amazing.
You're not supposed to work them into anything; Alpha strike rules still apply to the player, Lost or no Lost. Just focus on Advent and manage acceptable damage from the Lost. I notice that Lost dont tend to gang on on a single unit even if that means they give up an attack opportunity on a unit that is in range.I understand perfectly well how it works and why. I'm saying I don't like it as it is, because it's inconsistent. I'd rather they either have them fight, or don't. As it stands, the mechanic might as well not exist outside of the lure; under normal conditions, you can't work it into your strategy at all because of the randomness. I think that sucks, because y'know, it's a strategy game.