Brimir Posted October 9, 2014 Share Posted October 9, 2014 Kubrow doesn't show the slightest interest in opening lockers, despite a 90% chance with a max rank mod equipped. Link to comment Share on other sites More sharing options...
RyojinOrion Posted October 9, 2014 Share Posted October 9, 2014 Oh, it happens... It is quite rare, far more than it should be, but it does happen. Link to comment Share on other sites More sharing options...
Guest Posted October 9, 2014 Share Posted October 9, 2014 Same with Dig. I heard a rumour about such abilities only activating when there are no alerted enemies around... which would explain why I've only seen them used at the beginning of a mission. Link to comment Share on other sites More sharing options...
Brimir Posted October 9, 2014 Author Share Posted October 9, 2014 With 90% at max rank it should happen all the time... Link to comment Share on other sites More sharing options...
Archeyef Posted October 9, 2014 Share Posted October 9, 2014 The 90% is the chance that it will unlock a locker that it interacts with, not the chance that it will interact with a locker. Based on my experience. Link to comment Share on other sites More sharing options...
Brimir Posted October 9, 2014 Author Share Posted October 9, 2014 That seems like an incredibly stupid way to design the mod, but as you say, it does fit the behavior... Link to comment Share on other sites More sharing options...
Guest Posted October 9, 2014 Share Posted October 9, 2014 Maybe we could tell them "Either you open these lockers or you go back to the freezer". That should definitely help fix that lazy behaviour. Or maybe fixing this behaviour would convince me of taking my kubrow out of the freezer. Link to comment Share on other sites More sharing options...
Imaru Posted October 9, 2014 Share Posted October 9, 2014 I think the issue you are having is the mod order you have set up. The kubrow will give priority to mods on the top row, starting from the left, before it even thinks about using mods on the bottom row, again prioritized from left to right. Therefore if your scavenge mod is in the upper left corner, it will do that whenever there is a locker to interact with. if it is in the bottom right corner, it will first see if it can use it's other precept mods before trying to open a locker. Link to comment Share on other sites More sharing options...
Brimir Posted October 9, 2014 Author Share Posted October 9, 2014 Therefore if your scavenge mod is in the upper left corner, it will do that whenever there is a locker to interact with. if it is in the bottom right corner, it will first see if it can use it's other precept mods before trying to open a locker. I thought so too, so I've always had it top left, but it didn't seem to do anything. Link to comment Share on other sites More sharing options...
Guest Posted October 9, 2014 Share Posted October 9, 2014 I think the issue you are having is the mod order you have set up. The kubrow will give priority to mods on the top row, starting from the left, before it even thinks about using mods on the bottom row, again prioritized from left to right. Therefore if your scavenge mod is in the upper left corner, it will do that whenever there is a locker to interact with. if it is in the bottom right corner, it will first see if it can use it's other precept mods before trying to open a locker. Thanks for the tip, I will check for my mod order as soon as my Kubrow unfreezes and report back. I do believe I put a maxed dig on the top left one though, since I'm used to that mechanic from Sentinels. Link to comment Share on other sites More sharing options...
Elvang Posted October 9, 2014 Share Posted October 9, 2014 I think the issue you are having is the mod order you have set up. The kubrow will give priority to mods on the top row, starting from the left, before it even thinks about using mods on the bottom row, again prioritized from left to right. Therefore if your scavenge mod is in the upper left corner, it will do that whenever there is a locker to interact with. if it is in the bottom right corner, it will first see if it can use it's other precept mods before trying to open a locker. I think the underlying problem is that kubrows don't have an attack 'precept' like sentinels so that we can fully prioritize their behaviour. AFAIK, mod order works for the behaviours we can move around, but the movement/attack AI for it we can't influence, and seems to override the regular stuff frequently. Link to comment Share on other sites More sharing options...
Imaru Posted October 9, 2014 Share Posted October 9, 2014 I think the underlying problem is that kubrows don't have an attack 'precept' like sentinels so that we can fully prioritize their behaviour. AFAIK, mod order works for the behaviours we can move around, but the movement/attack AI for it we can't influence, and seems to override the regular stuff frequently. That is a very good point, that really should be addressed. Maybe make it a zero cost mod that can't be unequipped or something to allow the player more choice in how the Kubrow behaves. Link to comment Share on other sites More sharing options...
Elvang Posted October 9, 2014 Share Posted October 9, 2014 The existing bite/maul mod could function as a precept when its slotted, as far as mod ordering goes. Link to comment Share on other sites More sharing options...
Brimir Posted October 9, 2014 Author Share Posted October 9, 2014 Again - I have tested moving it around. it still doesn't work. Link to comment Share on other sites More sharing options...
RyojinOrion Posted October 10, 2014 Share Posted October 10, 2014 Again - I have tested moving it around. it still doesn't work. What part were you testing? The chance to interact with a locker, or the chance to open a locker that was interacted with? I do believe the mod changes the chance to open a locker that has been interacted with, not the chance that a locker will be interacted with in the first place. This would explain why the mod doesn't seem to do much good for opening those locked lockers; the Kubrow isn't even interacting with them to begin with. Link to comment Share on other sites More sharing options...
Guest Posted October 10, 2014 Share Posted October 10, 2014 What part were you testing? The chance to interact with a locker, or the chance to open a locker that was interacted with? I do believe the mod changes the chance to open a locker that has been interacted with, not the chance that a locker will be interacted with in the first place. This would explain why the mod doesn't seem to do much good for opening those locked lockers; the Kubrow isn't even interacting with them to begin with. The original post states: Kubrow doesn't show the slightest interest in opening lockers Which is the problem at hand: doge doesn't even try. Link to comment Share on other sites More sharing options...
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