Hintnodes?

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jedi_pilot
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Hintnodes?

Post by jedi_pilot »

Is there a way that you can limit hintnodes to only one AI trooper??? Thank's :) .
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Re: Hintnodes?

Post by ryukaji »

I thought they already were for only one...
jedi_pilot
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Re: Hintnodes?

Post by jedi_pilot »

When you have uber mode set up they aren't :( . But even when uber mode isn't on, I still occasionaly see a couple of troopers clustered around one hintnode :faint: .
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Re: Hintnodes?

Post by Caleb1117 »

Not really a solution, besides making quite a few more hintnodes.
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Re: Hintnodes?

Post by Teancum »

Yeah that's what I'd say too. Making a more hintnodes would split up where AI go.
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Re: Hintnodes?

Post by jedi_pilot »

That's what I figured. Thank's :D .
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Re: Hintnodes?

Post by Tourny »

TOurny Moment: (you may find this message helpful to ur thought process, if not then disregard this message)

Technically speaking, the AI, while yes, they are clustered around the same hintnode, are not all using it at the same time. There are two theories here:
1. They r fighting over it.
2. Say the first guy dies. They've got another one handy. Get it?
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Re: Hintnodes?

Post by Blade »

I've never really understood hintnodes. It's never seemed like the AI follow them. Do you just place them? Or is there some key tidbit that I'm missing?
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Re: Hintnodes?

Post by Tourny »

I found out that if you select, say Mines as its objective and then place it, it reverts back to sniper. YOu have to place it first and then select what you want it to do.


YAY! I was helpful without being rude!
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Re: Hintnodes?

Post by jedi_pilot »

The AI do follow them, but almost to much :lol: . That's why I have clusters of about four or five snipers around one node. But making multiple nodes should do the trick in fixing that :yes: ......
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