Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place five 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 five 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.
Action Combat: Observations, Caveats, Shortcomings

Action Combat: Observations, Caveats, Shortcomings
(having played Fighter and Tank)
First, if the reticle (crosshairs) are placed on a target, then what you intend to happen as a player generally does happen in-game. Excellent! However, at times the target you end up with is definitely not the target you have in mind, this is more true of ranged weapons and actions, rather than melee weapons and actions.
While in Action mode it is still possible to ‘lock’ a particular target if you like. Just don’t forget to clear it before continuing, otherwise some actions will be directed to the ‘lock’.
One can also simultaneously ‘lock’ a friendly target along with a hostile target. Support actions will go to the friendly. This is clearly valuable. Yet sometimes the friendly target will not ‘stick’, but rather switch when not intended (I’m not ‘Tab’ savvy and probably missing something).
The biggest drawback to Action mode, IMO, is evaluating potential targets.
The focus here is more on PvP. On the whole it’s not obvious what class a character is without a lock. Lock’ing a target gives this indispensable information (and more), regardless of how the lock is established. Especially during a frenetic conflict, quickly evaluating targets is crucial to success.
While it’s still possible to cycle through targets via tabbing, even while in Action mode, there is a range limitation and it’s quite restrictive. Range is significantly greater when mouse-clicking targets within Tab-mode. I rate this a major drawback to Action.
Pre-empting any idea of frequent switching between the two combat modes, Action and Tab, let me say it is very challenging (kudos to anyone who can manage it, I pass).
Note: straight Tab target gameplay is a non-starter for me, still I’ve been giving the hybrid system a chance since the start of Alpha2.
(having played Fighter and Tank)
First, if the reticle (crosshairs) are placed on a target, then what you intend to happen as a player generally does happen in-game. Excellent! However, at times the target you end up with is definitely not the target you have in mind, this is more true of ranged weapons and actions, rather than melee weapons and actions.
While in Action mode it is still possible to ‘lock’ a particular target if you like. Just don’t forget to clear it before continuing, otherwise some actions will be directed to the ‘lock’.
One can also simultaneously ‘lock’ a friendly target along with a hostile target. Support actions will go to the friendly. This is clearly valuable. Yet sometimes the friendly target will not ‘stick’, but rather switch when not intended (I’m not ‘Tab’ savvy and probably missing something).
The biggest drawback to Action mode, IMO, is evaluating potential targets.
The focus here is more on PvP. On the whole it’s not obvious what class a character is without a lock. Lock’ing a target gives this indispensable information (and more), regardless of how the lock is established. Especially during a frenetic conflict, quickly evaluating targets is crucial to success.
While it’s still possible to cycle through targets via tabbing, even while in Action mode, there is a range limitation and it’s quite restrictive. Range is significantly greater when mouse-clicking targets within Tab-mode. I rate this a major drawback to Action.
Pre-empting any idea of frequent switching between the two combat modes, Action and Tab, let me say it is very challenging (kudos to anyone who can manage it, I pass).
Note: straight Tab target gameplay is a non-starter for me, still I’ve been giving the hybrid system a chance since the start of Alpha2.
Casually Serious.
LFG: Open World, tight knit coordination, multiple roles, will travel.
LFG: Open World, tight knit coordination, multiple roles, will travel.
2
Comments
I’ve played all DPS classes and Bard exclusively in Action Mode. I personally don't use TAB targeting etc and I don’t like the current iteration of targeting in Action Cam.
Using offensive abilities lock you to offensive target, using defensive abilities lock you to defensive target for the duration of the animation. (Does not feel good)
Mostly, the target only swaps after a weapon attack or ability animation finishes. Sometimes, holding down LMB and weapon attacking “holds” the target, even if I hover over another enemy (This feels good when it works). Other times, it constantly swaps targets while holding LMB and weapon attacking.
Being locked to a target for the duration of an animation makes fast target swapping not possible.
Without using hard lock, your target constantly switches between enemies and allies, making it nearly impossible in mass PVP to effectively target. Hard locking to offensive and/or defensive targets also has issues. (Try mass pvp with cleric/bard in Action Cam only using hard lock, not TAB etc and you will see what i mean)
Combat being heavily focused on weapon attacks, it would be better if holding LMB locked you to a target + Weapon attack with LMB (only be locked to target if holding LMB) (NOT for the duration of the attack animation)
(If this would be easy to implement, please test it. Will be much better, trust me bro)
Imo in Action Cam you should never be locked to a target by default, but give players the options to do so in different ways if they wish.
I would like to see the following options as a minimum:
Advanced Targeting (Nothing locks you to a target)
Hard Lock Offensive Target (Click)
Hard Lock Defensive Target (Click)
Clear Offensive Hard Lock
Clear Defensive Hard Lock
Hard Lock Offensive Target (Hold) (Hard Lock while holding + Weapon Attack both on LMB)
Hard Lock Defensive Target (Hold)
Vanilla Targeting (Current system where targets are locked for the duration of animations) (idk what to call this)
This way you could keep an offensive target while holding LMB and use weapon attacks/offensive abilities and be locked to the target, let go to instantly switch targets making fast target swapping viable.
One version of a skill could be a lock on tab target homing skill
One version could be an aim at cast required skill
One version could be a free flying projectile that hits the first target
All are possible in Unreal to work. Hard choosing how all of the game should play can really hurt player acceptance. Just make a standard for the difference. Example: a lock on guaranteed skill is roughly 20% less damage, and aim cast skill is 10% and the skill shot is full damage. If this standard doesnt exists or breaks down players inevitably will choose the easiest guaranteed skill. Why do a skillshot if a guaranteed version is available?
I'm for skill based fluid combat, mechanic counterplay, and player+build individuality.
Theorycrafter, Engineer, Car+Engine Designer/tuner. Learning UE5
AOC Fighter Main