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Rescue Mission Targets Should Defend Themselves


StallordD
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The rescue mission targets seem to be carrying a small pistol (or they were the last time I checked) and they never use the dang thing. They should be able to fire at enemies with a weak stun charge that has a slow rate of fire so they don't feel like such dead weight. Maybe they could also be a bit better at escaping enemy fire instead of standing there and taking it. The only issue I could think of that this would cause is that the target might not prioritize escape and may focus on shooting the enemies or doing crazy dive rolls. Basically I want the captive to feel more like a fellow Tenno as opposed to a brick with a health bar.

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this would open it up for alot of people to rush these missions, as these are the only current missions people need to fear failing due to rushing through, i cant see it happening thought, as he is generally a civilian not a tenno (in most descriptions)

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The mechanics of the carry need to be changed anyways though. As is, the AI is so bad it will actually stand there and let mobs shoot/stab/bite/whatever it to death, even when I'm slashing through crowds trying to save its sorry &#!... At least give me a mechanic to have the carry go hide somewhere, or stay close instead of wandering off into the middle of that fire fight I'm having with all those Corpus walkers...

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But then hostage would draw aggro bud,and i cant imagine him  defending against aggroed infesteds xD

As it stands he does a pretty good job of drawing aggro himself. At least a pistol would make it seem a little more fair.

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First improve the pathing AI so it doesn't get stuck in a corner trying to reach you.

Second make it work like a weaker Shade sentinel. Only attacks stuff that attacks it first. That removes the risk of drawing (even more) aggro.

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