Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Not sure why you would use follow and bodyguard anyway. To travel together I just drag around those I want to move together, or press ~ if it is the whole squad, then use the movement speed setting that has two people so they all move at the same speed.
One thing to think about is that your squad leader is really no more important than anyone else you have. As I've said I've never used the bodyguard, but I would bet that if you do and your squad ran into a group of dust bandits or something, they would not be as effective in the battle as they would be if they weren't doing the bodyguard thing. Like to hear what others say about that.
I usually won't use who ever is taking point for side solo tasks as it gives the other members of the team some chance to level up. Other times, I let the medic or most vulnerable characters take point, because if there's an ambush, the character on point automatically begins running and doesn't automatically engage (because that's the 'move' command functionality), whereas the characters following will, for the most part, engage the enemy. So, even though it feels counter-intuitive, it makes most tactical sense to arrange your squads in reverse order of strength (characters march in their portrait order), with the support characters and pack animals at the top, and heavy hitters at the end.
Other than that, bind the 'next' and 'previous character' keys to < and >, makes it much faster to quickly delete jobs across a squad.