Development Discussion: Current Topic, combat damage

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Re: Development Question

Postby DatOneGuy » Mon Jun 20, 2011 5:21 pm

novaalpha wrote:With high Q RB and MM over 250-270 moving targets are not a problem.

The only idea that I can come up with, is slinging the fuckers with equally high MM and top Q sling to cancel aiming, but I have never had an opportunity to test this. Other than that, no idea what these people are talking about.

Not that he was right or that I care to further this, but have you tested this? RBows q120 still can't hit moving targets that are on Run.
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Re: Development Question

Postby novaalpha » Mon Jun 20, 2011 5:22 pm

nvm
Last edited by novaalpha on Mon Jun 20, 2011 5:53 pm, edited 1 time in total.
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Re: Development Question

Postby Kaios » Mon Jun 20, 2011 5:25 pm

I was told there's monsters in my closet and under my bed.
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Re: Development Question

Postby DatOneGuy » Mon Jun 20, 2011 5:25 pm

Come now, knowledge is power, and first hand knowledge is the most powerful.

If you haven't tested it, don't assume. Most people haven't tested, and some things have to continually be retested ,keep testing, keep going, and don't spread too much.
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Re: Development Question

Postby NaoWhut » Mon Jun 20, 2011 5:32 pm

you CAN aim a RBow while someone's moving,
on run it'll barely go up, but it still goes up
just a little, along with highQ arrows and 350MM
you can still drop moving targets, it'll just go a
bit slow
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Re: Development Question

Postby novaalpha » Mon Jun 20, 2011 5:39 pm

Kaios wrote:I was told there's monsters in my closet and under my bed.

You can test that by looking, I can't test because.. lots of reasons.

DatOneGuy wrote:Come now, knowledge is power, and first hand knowledge is the most powerful.

If you haven't tested it, don't assume. Most people haven't tested, and some things have to continually be retested ,keep testing, keep going, and don't spread too much.


Ok.
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Re: Development Question

Postby Sarchi » Mon Jun 20, 2011 5:45 pm

novaalpha wrote:
Potjeh wrote:What's wrong with the combat system?


Ranger Bows above certain Q are OP.


Bullshit. When you get up a certain armor quality, you can't pierce it with a ranger's bow. I don't care what quality the bow is.

Endgame ranged combat is pretty much shooting a fuckton of arrows and barely making a dent in your opponent's armor.

Marksman needs an overhaul for sure. Something that doesn't make it OP yet makes endgame combat more reasonable and less boring.
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Re: Development Question

Postby NaoWhut » Mon Jun 20, 2011 5:49 pm

yeah, endgame's pretty much

"HE'S GOT A BEAR CAPE ON!!
SHOOT HIM!!!"

or..

ping!
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Re: Development Question

Postby DatOneGuy » Mon Jun 20, 2011 6:16 pm

NaoWhut wrote:you CAN aim a RBow while someone's moving,
on run it'll barely go up, but it still goes up
just a little, along with highQ arrows and 350MM
you can still drop moving targets, it'll just go a
bit slow

With best Q RBows we ever made W3, best Q arrows out of q200 trees, and them moving once consistently. If you make 'sharp turns' it drops the aim even faster, and when they do this it becomes impossible to shoot them/aim at them indeed.

With q120 RBows we can make now, not sure arrow Q haven't made peak arrows, probably 150-170 (bear bone, best Q trees[I don't entertain myself this way anymore]), you'd have about 300 Effective MM cap both ways, that's enough to lose 'slowly' on a 'Run' target, break even on a 'Walk' target, and gain on a 'Crawl' target. Moving erratically with sharp turns, it's not enough to hit 'Walk', it's enough to lose sharply on 'Run', and still hit 'Crawl'.

You won't be winning any medals with aiming speed on any moving target, any time soon.
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Re: Development Question

Postby Patchouli_Knowledge » Mon Jun 20, 2011 6:18 pm

I am not sure if anyone know of this but any move of the attack category used on an archery that is actively aiming will cancel the aim of the archer. If the archery does hit with a ranger bow two things occur at a fairly good rate: a large amount of damage occur, or none. The result is dependent on the quality of the ranger bow as well as the total armor of the target varied by the perception of the archer and the agility of the target. Perhaps the perception vs agility should determine aim speed with bow damage lowered and given percentage pierce type damage similar to unarmed and axe type damage. The close-range is somewhat suffering from the constant shift of power towards one of the three battle style but fortunately this is only a balance issue and is easily rectified aside from the fact that movement will negate your own defense.

On the 2nd subject has there been anything concrete on to evolving the siege system? From the current events so far, only ram exist and that requires a lot of idle time. The problem is a time that is too short would give too much advantage to the attackers as they can organize a time to commit war better than the defender.

From looking at the two system, there seems to be a common theme of results of extremities and low amount of middle ground.
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