Knock...forward?
Quote:
This has actually been answered, repeatedly, in several ways.
I was playing my sonic blaster a few nights ago, and it struck that it would be both cool and thematic that there was a moment of Knockforward (in other words, Knockback in reverse) right before she exploded her nuke. The idea was that she was inhaling such a massive amount of air to summon that sound, she actually pulled enemies towards her, and sometimes into range of her nuke.
Seems like this would be a very handy effect, to help keep enemies clustered or to snag/retrieve fleeing enemies. Gravity Control in particular seems like a proper place for that sort of effect. |
Basically the engine "Can't Do That" it's just not a variable Cryptic designed into the Engine and cannot be hardcoded in without months or years of toil and testing for the small benefit gained by being able to knock enemies toward the caster.
The option to create a Psuedopet "Behind" the target has been brought up, but facing hasn't ever been addressed by the engine, either. And in the case of KB pets appearing behind moving targets you'd get diagonal motion, if they were to spend the months or years required to hardcode and test facing in the engine itself.
Great idea for CoH2, but non-functional in CoH. Sorry. =-(
-Rachel-
I was playing my sonic blaster a few nights ago, and it struck that it would be both cool and thematic that there was a moment of Knockforward (in other words, Knockback in reverse) right before she exploded her nuke. The idea was that she was inhaling such a massive amount of air to summon that sound, she actually pulled enemies towards her, and sometimes into range of her nuke.
Seems like this would be a very handy effect, to help keep enemies clustered or to snag/retrieve fleeing enemies. Gravity Control in particular seems like a proper place for that sort of effect.
Stay Gold, Paragon. Stay Gold.
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