a small recommendation about flash arrow


BackFire

 

Posted

I've done a lot of arcs that give enemies flash arrow recently. I would recommend using this power sparingly, as it seems to be autohit, and if you give it to minions/Lts, it means being permablinded the whole fight even if you bring yellows (since you get a lot stacked on you). I do enjoy the change of pace, but maybe only give it to a couple rare enemies in the mission rather than everyone?


 

Posted

That holds true for any powerset, really -- don't give it to every single critter you have, or even multiples. All willpower minions, all rad blast LTs, what have you... it all stacks and stacks and stacks until you're facing a wave of crushing mez and/or debuff.

For Flash Arrow, unfortunately you can't have a trick arrow character without them getting FA. It's standard issue regardless of difficulty. I use it myself, but only on a one-time EB encounter, not for general use.


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Posted

I think what makes flash arrow different is that its autohit (I think), and you're useless if you're blind. Other sets aren't as bad. In your example, willpower minions you can still fight, and rad blast LTs you can still fight.


 

Posted

Flash arrow & smoke grenade seriously need to be switched to Extreme settings only or coded to work like the player versions, where it breaks after taking damage.

Having it in the Hard range means sacrificing a lot of legitimate power choices for custom critters for the sake of making your mishes less annoying.


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Posted

[ QUOTE ]
I think what makes flash arrow different is that its autohit (I think), and you're useless if you're blind. Other sets aren't as bad. In your example, willpower minions you can still fight, and rad blast LTs you can still fight.

[/ QUOTE ]Radiation Infection is pretty bad, too. Autohit, and it drops your hit change and defense really low with jut a single application.


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Posted

[ QUOTE ]
Flash arrow & smoke grenade seriously need to be switched to Extreme settings only or coded to work like the player versions, where it breaks after taking damage.

Having it in the Hard range means sacrificing a lot of legitimate power choices for custom critters for the sake of making your mishes less annoying.

[/ QUOTE ]

Add smoke from fire control as well.


 

Posted

[ QUOTE ]
Flash arrow & smoke grenade seriously need to be switched to Extreme settings only or coded to work like the player versions, where it breaks after taking damage.

[/ QUOTE ]

Flash arrow doesn't 'break' after the opponent takes damage. The AI is set so that once you engage it (damage, no damage, your fault, my fault, nobody's fault), your enemy's perception and your stealth are ignored for that enemy. All games I've ever played did this, because going invisible in the middle of a fight is cheating if a player does it, but a "challenge", so called, if an NPC does it.

The problem is, we gamers don't have the ability to completely ignore something just because we're in a fight.

Flash arrow is coded the same.