Archery & Trick Arrows in Issue 18


brophog02

 

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Not too big of a change, but

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Archery/Trick Arrow (All) - Cast Time and Animation Changes
  • Explosive Arrow cast time reduced from 1.83s to 1.00s
  • Stunning Shot cast time reduced from 1.83s to 1.00s
  • Flash Arrow cast time reduced from 1.83s to 1.00s
  • Ice Arrow cast time reduced from 1.83s to 1.67s
Now, the Ice Arrow cast time change is a little strange because the animation is only 1s long, but you can't activate any other powers for another 0.67s, but the "new" animation activates the actual Hold of the power much sooner.



Oh, and there's also this:

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Trick Arrow/Oil Slick Arrow - Now correctly lights 100% of the time
>_>

Enjoy!


Trickshooter's Characters | @Trickshooter @Brightside

 

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Trick Arrow/Oil Slick Arrow - Now correctly lights 100% of the time
No Way!


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

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What was the reason for reducing Explosive Arrow down to 1 second?


 

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I pull out an arrow with a MASSIVE WARHEAD on the tip.
I draw my bow.
I hold ...
... and hold ...
... and strain ...
... and hold some more ...
... I check my watch to see if I've held this huge arrow up here long enough ...
... I hold some more ...
... I say, can I shoot now?
I release my arrow.
I watch it explode on a target that has been dead for almost 2 seconds now, because I was too busy ADMIRING MY ARROW.


It's the end. But the moment has been prepared for ...

 

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Originally Posted by Derangedpolygot View Post
No Way!
I know it seems to good to be true.


 

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I could not get Oil Slick to fail lighting on my own, and I even went through an ITF with Rush_Bolt and it lit everytime, even in lag valley. That's worth noting because Castle said that the best test for the fix was in high lag situations. Doesn't get much laggier than there.

The fix to OSA was credited to the Dev called Black Scorpion (who I don't think I even knew existed before then), so thank him.


Trickshooter's Characters | @Trickshooter @Brightside

 

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Dear Black Scorpion,

Run for President. I will vote for you.

Your new Sidekick,
Velocity Overload.


P.S. could you please fix Transfusion and Transference's failing when cast on a target that dies less than a second later next? Thank you.


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

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Quote:
Originally Posted by Vel_Overload View Post
P.S. could you please fix Transfusion and Transference's failing when cast on a target that dies less than a second later next? Thank you.
That happens to all powers in the game as far as I can recall. Not that its not annoying, but it may be working as intended.

EDIT: And these changes really Improve TA's feel. Sure, no debuff values were buffed, and acid arrow still has its crap radius, but the sets definitely more enjoyable. Though the ice arrow animation situation is a bit funky.

EDIT: They should get black scorpion looking at carrion creepers. The power doesnt seem to have any functionality issues, but the never-ending damage numbers have always seemed like a bug to me.


 

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Quote:
Originally Posted by Vel_Overload View Post
Dear Black Scorpion,

Run for President. I will vote for you.

Your new Sidekick,
Velocity Overload.
Yeah that kind of makes him almost qualified, can he play golf?


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

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Side note, I wonder now with Burn and Oil Slick not having any +fear, why Ignite still has to have it...


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

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Quote:
Originally Posted by Redlynne View Post
I watch it explode on a target that has been dead for almost 2 seconds now, because I was too busy ADMIRING MY ARROW.
To be honest, it IS a nice arrow.

Seriously though, if a 1.83-second activation meant the enemy was dead for 2 seconds before your arrow went off, adjusting the arrow speed to 1.0 seconds won't help, will it?


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

 

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Originally Posted by JayboH View Post
Oil Slick not having any +fear
Wait, when did this happen?


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

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Quote:
Originally Posted by JayboH View Post
Side note, I wonder now with Burn and Oil Slick not having any +fear, why Ignite still has to have it...
I guess Oil Slick does still have fear. I was fighting melee preference mobs, and standing in the middle of it. And I noticed the mobs trying to get out of the lit oil slick rather then attacking me. Not that it mattered since they were running at a snails pace and died before getting out.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

Madam Enigma's History

 

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Quote:
Originally Posted by JayboH View Post
Side note, I wonder now with Burn and Oil Slick not having any +fear, why Ignite still has to have it...
As far as I know, OSBurn still maintains the Avoid for the NPCs. It's not exactly Fear, but they will try to get out of the burn patch.


EDIT: Also, I don't think OSBurn ever had Fear. It's always been Avoid. It's a relatively minor quibble to note, but important when it comes to effects.


Head of TRICK, the all Trick Arrow and Traps SG
Part of the
Repeat Offenders

Still waiting for his Official BackAlleyBrawler No-Prize

 

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Originally Posted by RabidBrian View Post
That happens to all powers in the game as far as I can recall. Not that its not annoying, but it may be working as intended.
Not Twilight's Grasp. My dark/dark defender regularly successfully pulls heals from people who fall down obviously-dead partway through the animation, my fire/kin troller regularly fails to get healing from people that I was pretty sure were still alive. The check-for-still-alive seems to happen at very different times for those two powers.


 

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Originally Posted by seebs View Post
Not Twilight's Grasp. My dark/dark defender regularly successfully pulls heals from people who fall down obviously-dead partway through the animation, my fire/kin troller regularly fails to get healing from people that I was pretty sure were still alive. The check-for-still-alive seems to happen at very different times for those two powers.
It has nothing to do with the initial hit check; the difference is that Twilight Grasp summons a pet at the caster's location, and Transfusion summons a pet at the target.

When a living target dies in the time between the initial hit check and the pet being summoned, the pet no longer has a summon location (as it's defined as 'at Target', with Target defined as 'Foe' as opposed to 'DeadFoe') and so fails to summon.

Fixing it would require a redesign of the power or the game engine. In other words... wait till CoH2.


Trickshooter's Characters | @Trickshooter @Brightside

 

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Originally Posted by Sailboat View Post
Seriously though, if a 1.83-second activation meant the enemy was dead for 2 seconds before your arrow went off, adjusting the arrow speed to 1.0 seconds won't help, will it?
You're forgetting projectile flight time.


It's the end. But the moment has been prepared for ...

 

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Originally Posted by Redlynne View Post
You're forgetting projectile flight time.
Which still isn't that long. Not sure how others were firing it off on already dead mobs. I rarely did so. It's snap shot and aimed shot that tend to hit dead foes. Oh, and blazing arrow.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

Madam Enigma's History

 

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Originally Posted by Trickshooter View Post
Fixing it would require a redesign of the power or the game engine. In other words... wait till CoH2.
Actually, I wonder if the dead spawn target problem could possibly be skirted by allowing Transference/Transfusion to target both live and defeated targets. I suppose it's possible that the act of switching states from live to dead could somehow throw a monkey wrench into the works. While conceptually very odd, it is probably not really exploitable, given that bodies fade and can't be moved.

Hmm.


 

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Originally Posted by Wonderslug View Post
Actually, I wonder if the dead spawn target problem could possibly be skirted by allowing Transference/Transfusion to target both live and defeated targets.
You couldn't have ONE psuedo-pet doing both functions ... but you could have TWO do that ...


It's the end. But the moment has been prepared for ...

 

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Quote:
Originally Posted by Wonderslug View Post
Actually, I wonder if the dead spawn target problem could possibly be skirted by allowing Transference/Transfusion to target both live and defeated targets. I suppose it's possible that the act of switching states from live to dead could somehow throw a monkey wrench into the works. While conceptually very odd, it is probably not really exploitable, given that bodies fade and can't be moved.

Hmm.
As far as I'm aware, a power can't affect both.

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Originally Posted by Redlynne View Post
You couldn't have ONE psuedo-pet doing both functions ... but you could have TWO do that ...
The problem is not with the pet, it's with the actual power. The power's target is "Foe", even if Transfusion summoned two pets, both their targets would still be "Foe". The pet doesn't need your foe alive to use it's abilities, it needs your foe alive in order to be summoned.

The fact of the matter is that if it were easy to fix, it would be fixed by now because it's been brought up so often.


Trickshooter's Characters | @Trickshooter @Brightside

 

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Originally Posted by Trickshooter View Post
As far as I'm aware, a power can't affect both.
I can't think of any powers that do it deliberately, and I wouldn't be surprised if the system wasn't designed to allow multiple target categories, but the fact that Carrion Creepers continues to deal damage to dead critters suggests it's at least theoretically possible.


 

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Quote:
Originally Posted by Wonderslug View Post
I can't think of any powers that do it deliberately, and I wouldn't be surprised if the system wasn't designed to allow multiple target categories, but the fact that Carrion Creepers continues to deal damage to dead critters suggests it's at least theoretically possible.
Honestly, that's a very different situation. Carrion Creepers summons pets at a location, not at a foe. A location won't die or disappear before the time you select the location and the time the pet is summoned, which is what the problem is for Transfusion.

Additionally, looking at the power info, I have a theory the damage is not from dead NPCs, but that it's actually bugged and casting Entangle on itself.

Maybe.

Anyway, for clarity:

Transfusion the power targets a foe. Transfusion the pet targets itself (but affects 'Friend').

Carrion Creepers the power targets a location. Carrion Creepers the pet targets foes and summons more pets, which can then each target a different type of enemy, dead or alive if that's how the Devs set them up. But no one power affects both in Carrion Creepers.


Trickshooter's Characters | @Trickshooter @Brightside

 

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The damage you see carrion creepers doing after all the enemies drop is damage to themselves.