Redraw question


Julia_NA

 

Posted

Hi, I just got back after a long break.

Back before I left, weapon redraw was a very annoying hindrance that many players learned to live with, but I'd heard that it was fixed with the redraw animation taken into account for the power activation time.

While I find this is true on my AR/Dev blaster, I'm constantly finding this is not the case for my BS/SM scrapper. I think that this is a bug, as I'm able to sometimes (perhaps 10 percent of the time) see the "sped up" animation of the powerset. I know that this is the case when it happens, because I've seen the effects of the redraw/animation in my AR/Dev blaster.

What happens most of the time with this set is that the weapon comes out, activates, and then animates. Arbritrary numbers that aren't true but server to see if I'm correct in this:

Power activates in 2 seconds
Redraw is 2 second
Power Activation + Redraw SHOULD equal 2 seconds

Is this correct?

What seems to happen is:
Power Activation + Redraw = 4 seconds.

What makes me think this is bugged is the fact that it doesn't happen all the time. I first though it was the fact that the shield toggles were on (and thusly affected animation times + redraw), and got it to work fine (with a two second animation instead of the four), but then immediately after I had a nice pattern going, I turned on my toggles and then got 2 second redraw + animation attacks in a row.

Is this just me being dumb, or is this supposed to happen?


Made an AR/Dev blaster, had fun. Then ED came. AR/Dev sucked. Quit for two years. Came back for a while. AR/Dev still sucks. Quit after getting bored again. Came back. AR/Dev still sucks.

 

Posted

[ QUOTE ]
Power activates in 2 seconds
Redraw is 2 second
Power Activation + Redraw SHOULD equal 2 seconds

[/ QUOTE ]

This is how it used to work.

[ QUOTE ]
What seems to happen is:
Power Activation + Redraw = 4 seconds.

[/ QUOTE ]

This is how it works now.

Before you think of it as a nerf, there are two important things to note. First, the previous way was a penalty all the time. You always had to wait for the redraw animation whether you had your sword out or not. The second thing is that now that the redraw has been taken out of the powers, they activate faster than they used to. For example, Hack went from ~1.87s activation to 1.33s; Disembowel from 2.87s to 1.8s; Headsplitter from 2.87s to 2.33s; etc.

Weapon sets are much better off now than they used to be. They were close to (if not the) bottom of the barrel before the changes were made - Broadsword especially.


(Btw, the redraw animation is much smaller than 2 seconds. I'd say somewhere between 0.5s and 1s.)

[edit: Oh yeah, Spines was exempt from this change - it still operates as it always has.]


 

Posted

So the AR/Dev blaster taking the animation into the to the activation time is not supposed to happen?

Like I said, I've observed it (broadsword redraw) activating with the redraw taken into account. Is this also working incorrectly?

Also, yeah, I know it's much shorter, but I just gave some random numbers out. I also like the number two.


Made an AR/Dev blaster, had fun. Then ED came. AR/Dev sucked. Quit for two years. Came back for a while. AR/Dev still sucks. Quit after getting bored again. Came back. AR/Dev still sucks.

 

Posted

I was posting this as the first reply when my internet connection dropped, so I saved the text. Here it is, for what it's worth:

No, you have it exactly backwards. Originally redraw was factored into the animations, so that drawing a weapon shortened the attack, and thus was no delay at all for the player.

Players THOUGHT that redraw delayed them, and they "learned to live with it," but it was explained several times by the Devs (BAB? Not sure) that it did not impact DPS.

This however resulted in a slight pause at the end of each animation. The animations were "choppy" with these distinct pauses.

Then the Devs changed the animations to speed them up and remove the annoying pause. They now flowed well when chained together, but now redraw really was a problem -- the "factored in" speeding up when drawing a weapon had been removed.

Players pretty universally liked the new smoother faster animations -- and had already come to expect redraw and take it into account when planning their moves.

So we more-or-less encouraged the Devs to ADD a redraw penalty that had never existed before, and are happy about it.

Weird, huh?


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

[ QUOTE ]
So the AR/Dev blaster taking the animation into the to the activation time is not supposed to happen?

[/ QUOTE ]

I may have misspoke, I have a strong melee tendency, so I don't remember if AR or Archery got the same treatement. I know three of AR's powers were recently sped up (Buckshot, Beanbag, Full Auto), but I don't know about the set as a whole.

[ QUOTE ]
Like I said, I've observed it (broadsword redraw) activating with the redraw taken into account. Is this also working incorrectly?

[/ QUOTE ]

The only thing I can think of, honestly, is that you're seeing lag or too fast/slow timing it (no offense meant). If you really wanted to study it, you should to a demo analysis - but that's beyond my knowledge. (I don't have the patience to parse through those.)


 

Posted

One other thing to remember, is that thanks to ragdoll, disembowel knocks critters out of your melee range for about half a second, and people perceive this as a pause in their activation time.

Something many people don't realize, even though it was brought up when this discussion was at it's peak a while ago.