Can MacCready be positioned?

Post » Sat Jan 16, 2016 4:49 pm

What does it mean "His accuracy is great, but if you want him to provide cover fire, you’ll have to position him yourself." on http://www.gosunoob.com/fallout-4/maccready-companion-2/???



Because it does seems like he is just avoiding combate ...

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Juanita Hernandez
 
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Post » Sat Jan 16, 2016 6:03 pm

maybe you have to command him to a position so combat is unavoidable?..IDK...I haven't went and seen him yet

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Ezekiel Macallister
 
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Post » Sat Jan 16, 2016 3:14 pm

You can tell companions to "go" somewhere, just get that dialogue up and point to a spot.

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Lauren Graves
 
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Post » Sat Jan 16, 2016 6:51 pm

Usually when told to stay they just stay and don't shoot back at anything. When told to go, they just go and come back.

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Cagla Cali
 
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Post » Sat Jan 16, 2016 2:10 pm

Not in my game, when I tell them to go somewhere they go to that point and still act useful from there. Just don't tell them to go somewhere they can't hit anything from.



The command isn't "stay" and it isn't "send to settlement". It's a command where you point at a spot and tell them to "go" to it.

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sharon
 
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Post » Sat Jan 16, 2016 5:04 pm

When that detective robot was told to go back under "Caution" he just kept coming back to walk right out in front of the mob every time. Had to tell "stay", but then he doesn't do anything at all.



And MacCready doesn't seem to use any other weapon than the one he is equipped, but he just flees away.

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FirDaus LOVe farhana
 
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Post » Sat Jan 16, 2016 1:51 pm

Not sure you've found the correct command yet. You point at companion, then with the companion cursor up tell it to "go" then click on a spot.



If you want to equip another weapon on a companion, you'll need to make them actually wear it (press T on the PC while in their bag). And they'll need the right ammo for it.

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Vicki Gunn
 
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Post » Sat Jan 16, 2016 11:05 pm

Yeah, I can't believe telling them to stay means they won't fire at hostiles anymore. Whose brilliant idea was that?
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Laura Cartwright
 
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Post » Sat Jan 16, 2016 12:55 pm

Don't tell them to stay, tell them to "go" then click somewhere.

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stevie trent
 
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Post » Sat Jan 16, 2016 3:15 pm


I think its more of a temporary deactivate companion option, so you can do whatever without worrying about them...Ive had companions wait and get thrashed by a group of raiders, all the while I remained hidden and was not noticed by the raiders...now obviously distance would have to be factored in..but basically if you want them to fight don't have them wait...little messed up to some people, but that's how I understand it

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Laura-Lee Gerwing
 
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Post » Sat Jan 16, 2016 10:15 am

When I do that they run to the location and then run back with that eager "did I do good boss" look on their face
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benjamin corsini
 
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Post » Sat Jan 16, 2016 9:04 pm

In a fight they should hold position. Outside of a fight they tend to go to the spot then return if nothing of interest is there. Try sending them into a fight behind a desk or wall.



And remember the command is "go". Not "stay there" or "send to settlement xxx".

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Joie Perez
 
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Post » Sun Jan 17, 2016 2:11 am




They come back with pointing finger at your character in camuoflage so the enemy can clearly see it!



When they are at their best, is on the run from a suicide mutant, and told to stay! They survive ...


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Sabrina garzotto
 
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Post » Sat Jan 16, 2016 11:19 am

Well, I tested this out, Macready and I laid siege to Hub City Auto Wreckers. The results I got were terribly inconsistent. At times I would command him to move and he'd take position where I told him, sometimes he'd ignore me completely. Sometimes he'd move to position and then immediately run back to where he was holding before. A lot of times the Gunners would simply ignore him while he was moving to position and only start firing on him when he got there. Sometimes he would end up ignoring the Gunners. Really inconsistent results ordering him around in the heat of battle.
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Katharine Newton
 
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Post » Sat Jan 16, 2016 5:19 pm

Yeah it's not ideal.

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Sarah MacLeod
 
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