"Shoot" range

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Re: "Shoot" range

Postby NOOBY93 » Sat Jun 15, 2013 11:00 pm

NuberT wrote:once aggroed they can shoot further than drawing range, which is actually 41 tiles? no?

Once aggro'd, infinite tiles, as long as they have enough MMS to get up the aiming bar.
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Re: "Shoot" range

Postby AnnaC » Sat Jun 15, 2013 11:02 pm

NOOBY93 wrote:
AnnaC wrote:Is there any pathing with ranged attacks? I mean does the game have any sense of what is between the shooter and the target? I still think it's retarded that walls provide no protection from sniping, especially nowadays with the custom clients with massive fields of view. Why couldn't the game detect a palisade or brickwall in the projectile path and reduce the effects of the hit or something? Not that archery isn't overpowered or anything (I think early and mid-game its underpowered), but the sniping thing has always been problematic.

Early and mid underpowered...?
You mean overpowered?
Late-game it could pierce nothing.

I mean more of archery in general; until ranger bows come out archery is basically a waste of time. Also my bias for it is admitedly outdated, the old world 3 snipers being a major threat to independents, even being able to drop someone with decent armor.

SuperNoob wrote:even weirder that you can be shot through a wall with a sling. this discussion has been had many times before, don't think walls will ever work the way they should...and by that I mean if there is a wall there you shouldn't be able to see(which would prevent you shooting) whats on the other side. honestly if you walk up to a wall you won't be able to see anything on the other side, and even if you climbed up the wall so you could see you wouldn't be able to shoot a bow/sling at someone on the other side if you're hanging on looking.

This is a good point, too, although I think the line of sight coding might be overly complicated for the type of game. It'd also make it so if you were inside walls you couldn't see outside either!

With regards to sniping, I also suggest a long time ago that you couldn't target a KO'd hearthling with a ranged weapon, any coup de grace would have to be done with a close range action. Given that walls do properly work in restricting movement (bug abuse events aside), this would in a way provide the sniping protection walls should provide in the first place. Not that sniping, especially nowadays, is a priority threat to hermits and individual hearthlings in general though.
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Re: "Shoot" range

Postby Ninijutsu » Sat Jun 15, 2013 11:08 pm

Patchouli_Knowledge wrote:line of sight/fog of war


Jorbtar pls
Of another era.
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Re: "Shoot" range

Postby Federico » Sat Jun 15, 2013 11:21 pm

In W6 we ran into somebody we had memorized, and had 10x our UA. We teleport to the village idol after seeing him... To our surprise he kept aiming a Rbow towards one of our party members and shot him after a while, a few dozen of grids away, I barely remember but the shot landed on him and managed to pierce his steel plate.
So the "shoot" range is infinite, as long as the attacker and the target are on the same layer.
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Re: "Shoot" range

Postby NOOBY93 » Sat Jun 15, 2013 11:23 pm

Federico wrote:In W6 we ran into somebody we had memorized, and had 10x our UA. We teleport to the village idol after seeing him... To our surprise he kept aiming a Rbow towards one of our party members and shot him after a while, a few dozen of grids away, I barely remember but the shot landed on him and managed to pierce his steel plate.
So the "shoot" range is infinite, as long as the attacker and the target are on the same layer.

Indeed.
Here's how to sneak kill:
Get in range a few tiles, move away in crawl speed, and while moving start aiming.
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Re: "Shoot" range

Postby overtyped » Sun Jun 16, 2013 1:29 am

With regards to sniping, I also suggest a long time ago that you couldn't target a KO'd hearthling with a ranged weapon, any coup de grace would have to be done with a close range action.

THIS A MILLION TIMES THIS, and make ranged attacks do no HHP dmg, that way your safe afking in your walls. This change would be great, SOOOOOOOOOOOOOOOOOOOOOOOOOOOOO GREAT.
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Re: "Shoot" range

Postby NOOBY93 » Sun Jun 16, 2013 1:34 am

overtyped wrote:
With regards to sniping, I also suggest a long time ago that you couldn't target a KO'd hearthling with a ranged weapon, any coup de grace would have to be done with a close range action.

THIS A MILLION TIMES THIS, and make ranged attacks do no HHP dmg, that way your safe afking in your walls. This change would be great, SOOOOOOOOOOOOOOOOOOOOOOOOOOOOO GREAT.

Explain why? Isn't wall-sniping a thing?
Archers would be non-existed then.
LAME.
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Re: "Shoot" range

Postby overtyped » Sun Jun 16, 2013 1:37 am

NOOBY93 wrote:
overtyped wrote:
With regards to sniping, I also suggest a long time ago that you couldn't target a KO'd hearthling with a ranged weapon, any coup de grace would have to be done with a close range action.

THIS A MILLION TIMES THIS, and make ranged attacks do no HHP dmg, that way your safe afking in your walls. This change would be great, SOOOOOOOOOOOOOOOOOOOOOOOOOOOOO GREAT.

Explain why? Isn't wall-sniping a thing?
Archers would be non-existed then.
LAME.

Wall sniping is terrible gameplay, and you didn't read what i wrote did you? Archers would be able to knock you out with arrows, but not kill you with them. So when they are knocked out, you just walk up and punch dead.

OR! make archers only able to bring you down to 10% hhp and knock you out. That will still fix wall sniping.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: "Shoot" range

Postby NOOBY93 » Sun Jun 16, 2013 1:43 am

overtyped wrote:
NOOBY93 wrote:
overtyped wrote:THIS A MILLION TIMES THIS, and make ranged attacks do no HHP dmg, that way your safe afking in your walls. This change would be great, SOOOOOOOOOOOOOOOOOOOOOOOOOOOOO GREAT.

Explain why? Isn't wall-sniping a thing?
Archers would be non-existed then.
LAME.

Wall sniping is terrible gameplay, and you didn't read what i wrote did you? Archers would be able to knock you out with arrows, but not kill you with them. So when they are knocked out, you just walk up and punch dead.

OR! make archers only able to bring you down to 10% hhp and knock you out. That will still fix wall sniping.

10 HHP is better idea, but I simply don't like archery being nerfed like that.
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Re: "Shoot" range

Postby overtyped » Sun Jun 16, 2013 1:48 am

10 HHP is better idea, but I simply don't like archery being nerfed like that
you don't know what you want.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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