In this new turn-based system, do battles progress in real-time or is there a waiting period between moves? For example, is it possible to pause and respond when an enemy attacks? Also, how smart are our teammates' AIs? Do they make really dumb moves?
How is the tier-based system progressing?
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I want to talk about our second battle in the new turn‑based system from last week, bro. The experience was pretty different, honestly. In our first fight, our teammates' AIs made such ridiculous moves that we almost threw the game away. One guy tried to attack with a rifle that was out of ammo, and another would stop and fire while running toward us from 100 meters away, for real. Anyway, we eventually fell back to the “console” and disabled the macro settings, and now they seem a lot smarter.
As for the combat system, it was exactly what I expected. There’s a pause between actions, but you can briefly stop to respond when the enemy attacks. To test it, I equipped a melee weapon on a character right away and tried to intervene instantly during an enemy charge. It worked super smoothly; you can really play strategically with a system like this. And with the AI, my little experiments show they’re making way smarter decisions now—definitely a solid improvement over before.
The truth is that the game’s turn‑based system has evolved a lot in the recent updates. Battles are still strict turns, but with an interesting twist: if the enemy attacks, you get a small window to react (like dodge or counter‑attack if the timing lines up with your next turn). It’s not pure real‑time, though—it’s more of an “active turn” system where priority depends on stats like speed.
As for the companions’ AI, it’s improved dramatically. They now follow smarter patterns: they focus damage on the most dangerous foes, use defensive abilities at key moments, and even try to cover your weaknesses. That said, there’s still room for error if the difficulty is set really high. If you enable “tactical” mode, the AI becomes more predictable but less creative.
On the other hand, the engine handles the balance between action and planning well. If the enemy team is fast, turns get shortened to avoid endless waiting, but if there’s a lot of calculation, you can pause whenever you want. Honestly, they’ve managed to balance the turn‑based core with mechanics that keep things fluid. Have you tried the new battle modes in the latest patch?