Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
The bow projectiles are seeking yes, both in tab and reticle mode, in reticle mode if you mouseover a target and press attack, the projectile seeks to the target closest to your reticle. i'm pretty sure if you have a hard lock on something the projectile flys to that target. Projectiles can also be blocked by environment and players.
To clarify: by seeking I mean does the projectile adjusts the trajectory while flying based on movement of the target that was originally selected? I do not mean seeking in the sense of initially selecting the target near the reticle.
Maybe they just hit their max range and suddenly arc down for the sake of animation? I’d just ask that projectiles do no damage from that max range point to where it finally hits the ground.
Yes you can clearly see here steven aiming purposefully over the target 21.26
here he's aiming completely off target and still hits, watch in slower speed 22.28
+ 20.54 hits the left target
It should do that even more so since you can free aim shoot, makes it more realistic for it arching down than just suddenly disappearing.
So ya thinking about it they can have like at 40m (or whatever a good value would be for that range) the arrow starts arching down gradually or exceptionally.
at 20.54 the projectile fly's from a weird spot straight to the target and not from the weapon
You don't know if the 30 - 60s time to kill is balanced around action combat misses/ maneuvering moreso than already shown either.
Why not? Third-person aimed basics sound fine too. A lame low-power and slow tabbed basic as an alternative sounds fine too.
Do you support first-person or over-shoulder aimed shots for Ranger specific abilities?
With some tab here and there? Guaranteed hit on target with third shot type stuff; or after a meter is filled type stuff?
Homing shots that might not be the best but they home-in?
Guaranteed basic hit, after being damaged, against the last person that damaged you [maybe with a 4 second cooldown]?
It wouldn't because players(most likely action combat) who can account for trajectory will be able to shoot from behind cover. This brings out a new dynamic of gameplay. Not everyone will be standing out in the open because that would be dumb.
Truth. But I haven’t asserted that’s the case. Only that the planned TTK is 30-60s and we haven’t seen that in any footage yet.
Either is fine.
It’s fine.
Not a big fan of power meters. ‘Guaranteed’ hit with action based on reticle, stat-driven hit for tab.
That’s a good topic in and of itself. My preference is that action shots are not homing. Tab shots are if the ‘to hit’ roll was successful, but doesn’t hit if the target moves out of the projectile’s range before it hits. I’m not totally fixed on that though.
No.
I'd rather Tab be lame and underpowered but guaranteed hit, with mostly action combat aiming.
No meta-gaming gear statting crap that throws a wrench into every veteran MMO players brain when they try and think about action combat, and makes action combat's effectiveness more arbitrary. . .
Autoshot against last person that struck you if your reticle passes over them within 2 seconds (every 4 seconds), softlock on person that you're tabbed to (small, maybe a doubling of player radius or a bit less), easy retargetting for those with good aim such as Press E and target person you're hovering over, and a weak auto-attack against those you're tabbed on seems like the best version of Hybrid combat.
Movement and AoE abilities are still basically easy in this version of things.
The rest of the game can and should exist as much of its own thing just as combat is much of its own thing. So for those that like slower strategy, they can do other stuff. For those that like a bit of combat, tactics & some strategy, they can work with those that are good at action combat and with other aspects of combat such logistics, planning, traps, setup, whatever; like an officer or platoon leader.
If Node stuff is Amazing, if resource management was a serious thing, if traps were some advanced thing, then Sharif would feel less scared of action combat and [variable] inertia.
Silly game . . .
The other layer of skill ceiling would come from your abilities and your movement and it be perfect for action combat.
Or you can get gud
There is a balance when it comes to mmorpgs, it is a action combat after all. It needs to be balanced against melee.
That is not what i meant by seeking. Maybe projectile tracking/homing would be a better name for it. The target does not really move in these cases. The question is would the projectile adjust course if the target(!) moved or dodged once the projectile is in the air.