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I recommend also telling them to stick close to you, so they don't run off and actively fight when they are near you.
Out of that dialogue, you can either choose defensive, offensive or passive (fleeing), I think in-combat stays only during that combat.
PS: Don't feel bad about not knowing that you could level up manually your allies, as it took me many hours to find it out myself. Still, poor game design that it doesn't teach you that or at least let you know that is possible. When I leveled up Fidel after these many countless hours, suddenly he stopped missing rats point-blank with his Deagle and started sniping everything with no problem.
That said, I do agree that they serve little purpose outside of combat. Their base skills are too similar, they're all good with melee weapons and pistols so you'd have to invest heavily if you want them to specialize in other skills. None of them also good at lockpicking, which makes the whole 'ask companion to lockpick' system useless.
You can level up those. I specialized Fidel in lockpicking and he is my walking lockpick tool currently, given how he always opens doors or containers without any trouble. I don't even bother looking for passcodes anymore.
For example I have a guy with 8 Action points and I gave him the perk that he uses one less actionpoint while using a pistol. Then I gave him a handmade Revolver+ that needs 2AP per shot. Now he uses that gun over alot of other guns, cause he can shoot 6 time and still has 2 AP left.
For the running infront of you. If you put them on "stay near you" instead of charging over the battlefield to get into weapon range they will rarely walk infront of you.
Idealy you want you companions to have guns with higher range than yours, cause then they only walk infront of you, if no enemy is in your sight
Second - and this is aimed at OP specifically - do you think picking Lone Wolf is a viable option or do you miss out on too much (story/quest wise)? What level of endurance would you recommend for going solo?
I'm thinking of starting a parallel run to my main campaign and was thinking of going solo for as little micromanagement as possible.
that's not the botton line, they sure can hit hard eventually, but the AI doesn't check for friendly fire nor do they check for preserving allie line of sight.
This is like the first ever concern for squad tactic. The first thing you learn irl when you learn warfare at the army is 1 how to not kill yourself, 2 how to not kill friends.
It's not "accidental" I think there is simply no code telling the AI to check for friendly fire or telling it to avoid breaking sight.
No matter how powerfull they are, a chain is always just as strong as it's weakest bind, if companions consistantly shoot eachother carelessly, the more powerful they get, the more they kill eachothers.
right now you can't play with a companion using burst and a melee companion for exemple. because they are not coded to be able to give a ♥♥♥♥ about killing eachother. the result is hexogen will kill the dog or alexander constantly after you give it automatic longrange stuff with AP rounds.
it's just a matter of the dev adding code to support fire logistics, it's quite some work but that is kinda vital to the companion system. I think the companions only reposition regarding the player, and not enough so anyways, they still burst too close.
I am positive they don't take eachothers positions in calculation when they shoot, so they remain a hazard each time. it's a shame, the AI should handle the repositionning work in a sound fashion and check for the squad position in combat, since we can't control companions positionning.
I very seldom have friendly fire issues, mostly because I direct my companions attacks, and move them with forsight to make sure they arnt stacked on top of eachother. If your teammates are stacked up on eachother, whats to stop a random grenade from taking out your whole unit?
I much more often have bandits and slavers killing eachother due to friendly fire than the other way around.
Personally i'd much rather the devs spend the effort to add formations (so that your unit moves together in a certain pattern) so that I dont have to spend the first turn moving my people around while being shot at. If they were to code in some kind of if/then logic to prevent friendly fire, who's to say what the correct level of risk is? If there is a 10% risk of shooting an alley (which there is when there is a 90% to hit the bad guy) should your companion not take the shot? Everyone has different difinitions of acceptable risk.