Automatic weapon switching - how does it work?
jmerry
Member Posts: 3,881
If a character is set to prefer ranged weapons and an enemy closes to melee range, they'll switch to a melee weapon. Or they'll switch to a ranged weapon once nobody's close. Similarly, a character set to prefer melee weapons will switch from ranged to melee as soon as there isn't an order overriding it.
But ... what if the character has multiple melee weapons in their quickslots, or multiple ranged weapons? How does the game choose which one to use?
For example, the Archer I'm playing right now has three quickslots - a crossbow, Spider's Bane +2 (1d10+2 damage), and Albruin +1 (2d4 +3 damage) with a +1 medium shield. He's proficient in bastard swords but not two-handed swords, with no relevant weapon style proficiencies. Therefore, he has better THAC0, deals more damage, and has a better AC with Albruin.
Without fail, every time an enemy closes on him, he switches to Spider's Bane. This happens regardless of which weapon gets the #2 quickslot and which one gets the #3 slot. If I want him to use the weapon he's better with, I have to switch manually.
There's clearly a rule being used here. Equally clearly, it's not choosing anything a player would recognize as "the best".
But ... what if the character has multiple melee weapons in their quickslots, or multiple ranged weapons? How does the game choose which one to use?
For example, the Archer I'm playing right now has three quickslots - a crossbow, Spider's Bane +2 (1d10+2 damage), and Albruin +1 (2d4 +3 damage) with a +1 medium shield. He's proficient in bastard swords but not two-handed swords, with no relevant weapon style proficiencies. Therefore, he has better THAC0, deals more damage, and has a better AC with Albruin.
Without fail, every time an enemy closes on him, he switches to Spider's Bane. This happens regardless of which weapon gets the #2 quickslot and which one gets the #3 slot. If I want him to use the weapon he's better with, I have to switch manually.
There's clearly a rule being used here. Equally clearly, it's not choosing anything a player would recognize as "the best".
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Comments
the mages don't have that control with their simulacrums, no matter in which order they decide to memorize the spells, the level drained clone retains them using the alphabetical order.
using as priority the way the weapons are placed in the slots, giving priority to the one that is closer to the left side, would be certainly better.
feel free to send a feature request about it, i don't do it as i love micro managing and i have almost always the ai turned off, so i don't feel right to load the developers with work that i will not benefit of.
When a warrior chooses weapons to put in their quickslots, they'll start with the weapons they want to use regularly, then add weapons based on special abilities - such as free action from Spider's Bane or Detect Invisibility from Albruin in the example I used. You choose those extra weapons based on attributes other than combat effectiveness, and then you're stuck with the game engine making wrong choices about which one to use in combat sometimes. Changing to the weapon you're actually best with is easy enough at two clicks (select character, hit button), but it requires noticing the issue. I'd rather not pause every two seconds during combat, myself.
Yes, giving priority based on which slot they're in would be best; that gives complete control to the player while still being very simple.
for a mage that cast a simulacrum there is not the possibility of doing something similar, the clone retains the spells in alphabetical order, maybe retaining some spells that are not useful at all for that battle. so there is not a real way to control the thing.