"Shoot" range

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"Shoot" range

Postby SynthAura » Sat Jun 15, 2013 5:21 am

I'm planning out my village and I want to build a second snipe-guard wall, what is the range someone can shoot from? I know aggro range is sight range but cant they shoot further than sight range if they already have you aggro'd?
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Re: "Shoot" range

Postby Ninijutsu » Sat Jun 15, 2013 5:25 am

SynthAura wrote:cant they shoot further than sight range if they already have you aggro'd?


Yes. The point of a snipe-proof wall is to allow you to safely AFK in your village, if you need to get away from a sniper who already aggro'd you just walk into a house.
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Re: "Shoot" range

Postby SuperNoob » Sat Jun 15, 2013 5:46 am

I beleive its 51 tiles you can aggro and shoot someone...not 100% sure though
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Re: "Shoot" range

Postby SynthAura » Sat Jun 15, 2013 5:54 am

SuperNoob wrote:I beleive its 51 tiles you can aggro and shoot someone...not 100% sure though

Yeah I heard the same thing but no one has really confirmed it. :/
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Re: "Shoot" range

Postby AnnaC » Sat Jun 15, 2013 10:13 pm

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.
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Re: "Shoot" range

Postby NOOBY93 » Sat Jun 15, 2013 10:34 pm

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.
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Re: "Shoot" range

Postby SuperNoob » Sat Jun 15, 2013 10:42 pm

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.
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Re: "Shoot" range

Postby Patchouli_Knowledge » Sat Jun 15, 2013 10:47 pm

It's mostly lack of programming to implement line of sight/fog of war as well as trajectory clearance as the current range mechanics is basically immediate A to B and drawing a graphic vector line between two points.
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Re: "Shoot" range

Postby Arcanist » Sat Jun 15, 2013 10:58 pm

Arksu did it with his game.

He has houses, where they were part of the same world, and you built and placed each wall section. If the house was complete then a roof showed on it, and things inside were 'hidden' as were things outside, if you were inside.

So it's not that it can't be done, just that it hasn't
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Re: "Shoot" range

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

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