Steal Thunder's Attack Distance Bug

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Steal Thunder's Attack Distance Bug

Postby hkrile » Thu Nov 02, 2017 2:41 am

As i was looking the combat list, i wanted to start experimenting with steal thunder. I noticed that the description says the move can be carried out from a small distance and wanted to incorporate this into my attack idea. Shortly after equipping it and spawning a combat dummy (alt), I started to use steal thunder for testing. But as I started to use steal thunder I noticed that my char was still coming within melee range of the dummy and was confused, i expected steal thunder to work much like take aim and think where, your char would get into the minimum radius needed to conduct the attack then would stay put there following through with the attack, but steal thunder seems to be bugged. Steal thunder has your char run towards the enemy, and as you run, the move fires before you reach them, like expected, but after the attack fires your char continues to move to the enemy as if about to attack them with a melee attack. This seems like a bug to me because steal thunder does not require that you come into melee range of the attacker, rather the char should stop when it has reached the distance needed to carry out steal thunder and then stop moving any closer afterwards.

ADDITION
it seems to trigger this bug, be outside of the radius of which steal thunder can be used, and use it. your char will charge to melee range as the move shouldn't. but, if you use steal thunder within the range where it can be used, your char wont charge into melee range, which is how steal thunder should work. this is quite an odd one that may require it be preformed to fully understand the bug at hand.
Last edited by hkrile on Thu Nov 02, 2017 5:22 am, edited 4 times in total.
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Re: Steal Thunder's Attack Distance Bug

Postby ctopolon3 » Thu Nov 02, 2017 4:18 am

+1
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Re: Steal Thunder's Attack Distance Bug

Postby DDDsDD999 » Mon Nov 06, 2017 6:10 pm

Seems intentional. The range is so low you wouldn't really want it to not move you into melee range.

The real bug is the IP stealing being a piece of shit.
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Re: Steal Thunder's Attack Distance Bug

Postby ctopolon3 » Mon Nov 06, 2017 7:20 pm

DDDsDD999 wrote:The real bug is the IP stealing being a piece of shit.

depends on oppenings (mb on str & atcWeight & attrDelta too ?not sure?)

hkrile wrote:after the attack fires your char continues to move to the enemy

good when u are chasing, very bad when u are escaping
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Re: Steal Thunder's Attack Distance Bug

Postby hkrile » Tue Nov 07, 2017 2:39 am

DDDsDD999 wrote:The range is so low you wouldn't really want it to not move you into melee range.

I do believe that having your char stop within the minimum radius in how the move should be working, hear me out. Lets say you and jimmy decide to join in on a battle. Jimmy decided that, because he has better stats than you, he is gonna be the tank for the two of you and he asks you to be a supporter to him, you decide to run steal thunder so that you can support jimmy while not being within melee range. with the way ST currently works, you have to get closer than you need to to fire the move, which risks getting targeted, or do a sort of "back and forth" step into and out of range, it seems counter intuitive the way ST currently works.
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Re: Steal Thunder's Attack Distance Bug

Postby Granger » Tue Nov 07, 2017 10:25 am

hkrile wrote:
DDDsDD999 wrote:The range is so low you wouldn't really want it to not move you into melee range.

I do believe that having your char stop within the minimum radius in how the move should be working, hear me out. Lets say you and jimmy decide to join in on a battle. Jimmy decided that, because he has better stats than you, he is gonna be the tank for the two of you and he asks you to be a supporter to him, you decide to run steal thunder so that you can support jimmy while not being within melee range. with the way ST currently works, you have to get closer than you need to to fire the move, which risks getting targeted, or do a sort of "back and forth" step into and out of range, it seems counter intuitive the way ST currently works.

Sounds like the currently active mechanic dosn't allow employment of stupid helpers to drain any and all IP from a target, so it's not that bad IMHO.
Why not just update the move description that you'll have to make contact and drop the range thing completely?
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Re: Steal Thunder's Attack Distance Bug

Postby DDDsDD999 » Tue Nov 07, 2017 7:44 pm

hkrile wrote:with the way ST currently works, you have to get closer than you need to to fire the move, which risks getting targeted, or do a sort of "back and forth" step into and out of range, it seems counter intuitive the way ST currently works.

If you're standing at ST's range, the other guy can switch aggro to you very, very easily. Trying to consistently react to something at that range is nearly impossible. I'd much, much rather be able to easily chase the person in a normal attack's range, while being executable at a distance, than spacing myself for absolutely no reason.

Granger wrote:Sounds like the currently active mechanic dosn't allow employment of stupid helpers to drain any and all IP from a target, so it's not that bad IMHO.
Why not just update the move description that you'll have to make contact and drop the range thing completely?

The move is only useful for the increased range, it doesn't affect openings enough and the IP stealing is completely busted (at least the last time I tested). The only real use of the move is for "helpers" to assist in increasing openings at a distance, but with the current iteration of defences and IP, it's just not meta when you could use OP knocks way more efficiently.
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Re: Steal Thunder's Attack Distance Bug

Postby jorb » Wed Jan 03, 2018 9:04 pm

Holding off on this as we're going to look at combat again.
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