I love how the clawstrider hid in the bushes and wouldn't step on the mines, it was so interesting to see how careful it was chasing all over the map. The mines hitting the water did a lot more damage to the stalker than i thought they would
Hah, it turned out, the sound of the Clawstriker is not wired to Aloy's ears but the camera. 😁 But I noticed something. These machines crawl a high distance. We are used to the machine sites that the machines do not leave. This is a relief, but can it be turned off? It would be great fun if the machines chased us for a long time. 😏
@@merion297 It would definitely make it more of a Horror game. Imagine trying to complete the puzzles in the Cauldrons & not accidentally falling into a web of electricity or lava while being chased by a horde of machines that keep adding to their numbers every time you run past another machine area💀😂
"Tripped over his own mine". That's something I'd do😂. So to make a machine aggressive to another machine, you pause it's AI processing, and that's what they when Aloy enters their peripheral view, which is also true story wise because that's what Nemesis did to GAIA's subordinate functions, which then trickled down to the machines! The machines were made inherently good as per Elisabet's orders and were supposed to their tasks and mind their own business. Aloy turns back on their AI processing by overriding them Have you pitted Project Zero Dawn & new HADES machines in Forbidden West with Zenith Specters?
When i turn off the AI, they just hang around the same place and don't see each other, I'd have ravagers walk away before i could place the other machine in the old days. Then the old mod got a shortcut where i could hit F7 and make the AI come back on. Now i need to do it in the menu but it works. I think Aloy's override resets them to working properly. She still needs haephestas to connect to the tallnecks to get them completely fixed. I think the plan was people with focuses could get machines to help them do things. That must be why the ridable ones already have saddles and stirrups. I think they'd all act like the land gods do. I made a corrupter fight a specter. Maybe a fireclaw could fight one next.
Would it be possible to get a apex of thunderjaw, stormbird, slitherfang, shellsnaper, tremortusk, tideripper, dreadwing and slaughterspine to fight each other at once by putting them on infinite berserk status?
@@PirateTVProductions I think that they are probably distinctly designed enough to tell them apart, unlike live action transformers (which I must say is a excellent simile and the only acceptable reference to that junk heap), tho I can tell them apart from just a single armor plate so I’m not the best judge of that for the common viewer
@@PirateTVProductionsYou can pit 2 machines with similar fighting styles plus a machine with a very different style against each other. Like a Shellsnapper and a Rockbreaker (burrowing machines) with a Slaughterspine
Did I miss something, or did the Stalker Mines NOT get set off by the Clawstrider? Had they done so, there might have been a different outcome. We sometimes come across Stalkers 'resting' up trees, rock faces, etc., but once on the ground they stay there - praise the Sun!
@@PirateTVProductions Maybe that's by design (perhaps they can only normally be triggered by the player/NPCs)? Also, did the Clawstrider take actual damage from the Stalker's Dart Gun, because in normal gameplay they wouldn't be fighting each other?
Other machines can't see the stalker if it's invisible, that's a cool detail!
also, I love stalkers
I love how the clawstrider hid in the bushes and wouldn't step on the mines, it was so interesting to see how careful it was chasing all over the map. The mines hitting the water did a lot more damage to the stalker than i thought they would
Hah, it turned out, the sound of the Clawstriker is not wired to Aloy's ears but the camera. 😁 But I noticed something. These machines crawl a high distance. We are used to the machine sites that the machines do not leave. This is a relief, but can it be turned off? It would be great fun if the machines chased us for a long time. 😏
I think they lose their home space when i place them. These will follow Aloy for a long way
@@PirateTVProductions But this should be assigned to any in-game machines on machine sites. 😁 How cool that would be!
@@merion297 It would definitely make it more of a Horror game. Imagine trying to complete the puzzles in the Cauldrons & not accidentally falling into a web of electricity or lava while being chased by a horde of machines that keep adding to their numbers every time you run past another machine area💀😂
@@deyliramirez382 Yeah, this would be one cool difficulty level. Like "Survival Mode" in certain games. 😁 😏
@@merion297 Apocalypse mode😂
Try to create a war between Horizon Zero Dawn robots against Horizon Forbidden West M robots
0:42 Clawstrider was like hell naww and booked it faster than flash
"Tripped over his own mine". That's something I'd do😂. So to make a machine aggressive to another machine, you pause it's AI processing, and that's what they when Aloy enters their peripheral view, which is also true story wise because that's what Nemesis did to GAIA's subordinate functions, which then trickled down to the machines! The machines were made inherently good as per Elisabet's orders and were supposed to their tasks and mind their own business. Aloy turns back on their AI processing by overriding them
Have you pitted Project Zero Dawn & new HADES machines in Forbidden West with Zenith Specters?
When i turn off the AI, they just hang around the same place and don't see each other, I'd have ravagers walk away before i could place the other machine in the old days. Then the old mod got a shortcut where i could hit F7 and make the AI come back on. Now i need to do it in the menu but it works.
I think Aloy's override resets them to working properly. She still needs haephestas to connect to the tallnecks to get them completely fixed. I think the plan was people with focuses could get machines to help them do things. That must be why the ridable ones already have saddles and stirrups. I think they'd all act like the land gods do.
I made a corrupter fight a specter. Maybe a fireclaw could fight one next.
Would it be possible to get a apex of thunderjaw, stormbird, slitherfang, shellsnaper, tremortusk, tideripper, dreadwing and slaughterspine to fight each other at once by putting them on infinite berserk status?
i think i can. they tend to clip together if theres too many and it looks like transformers 2 where you cant tell who is fighting who
@@PirateTVProductions I think that they are probably distinctly designed enough to tell them apart, unlike live action transformers (which I must say is a excellent simile and the only acceptable reference to that junk heap), tho I can tell them apart from just a single armor plate so I’m not the best judge of that for the common viewer
@@PirateTVProductionsYou can pit 2 machines with similar fighting styles plus a machine with a very different style against each other. Like a Shellsnapper and a Rockbreaker (burrowing machines) with a Slaughterspine
I like that.
Did I miss something, or did the Stalker Mines NOT get set off by the Clawstrider? Had they done so, there might have been a different outcome. We sometimes come across Stalkers 'resting' up trees, rock faces, etc., but once on the ground they stay there - praise the Sun!
I feel like he tiptoed around them
@@PirateTVProductions Wish I did! 🤣
I just saw bristlebacks not set them off either. That's definitely not right
@@PirateTVProductions Maybe that's by design (perhaps they can only normally be triggered by the player/NPCs)? Also, did the Clawstrider take actual damage from the Stalker's Dart Gun, because in normal gameplay they wouldn't be fighting each other?
It was knocking off armor but i think the tail did a lot more damage