Momentum
Hit with a momentum builder and your next couple of attacks are a pile faster...
What Max said.
Looks like momentum last about 10 seconds once it is on. It can't be renewed so it is basically slow > fast > fast > slow again.
The "buildup" for TW grants instant momentum so that power will be very important to TW.
1. You start with no Momentum. Walk up to an enemy, attack it, and if your attack hits, you now have Momentum. For the next five seconds or so, all your attacks will be ultra fast. Momentum from attacks does not stack, so regardless of whatever other powers you use, after that five second period, you will have no Momentum again. Rinse. Repeat.
2. Using Build Momentum gives you ten seconds of Momentum in addition to a damage buff. This ten seconds replaces any existing Momentum you have, but again, does not stack, so ten seconds after using Build Momentum, you will have no Momentum.
3. Follow Through and Whirling Smash can only be used when you have Momentum, so you cannot use them to gain Momentum. However, there is no "cost" to using them once you have Momentum. They will not eliminate your ability to continue using fast attacks until your five/ten second period of Momentum expires normally.
4. Bear in mind that missing with your initial attack, as described in point 1, will result in no Momentum. You must hit.
5. Momentum is one of those words that sounds funny when you use it repeatedly.
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Excellent. Thanks guys and gals. That answered most of the quesions about momentum.
Next question how much recharge needed to have perma-momentum?
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To this question, enough to turn a 90 second power (the build up power > momentum) to recharge in 10 seconds or less. I won't crunch the numbers but would say it would be hard to impossible to do.
Thanks for the correction guys
To this question, enough to turn a 90 second power (the build up power > momentum) to recharge in 10 seconds or less. I won't crunch the numbers but would say it would be hard to impossible to do. |
Good luck.
De minimis non curat Lex Luthor.
It is not possible to not lose Momentum according to the devs. It is a design choice.
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It is not possible to not lose Momentum according to the devs. It is a design choice.
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Try sliding down a dry "slip and slide" sometime.
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That'll do, pig. That'll do.
See: Laws of friction.
-or- Try sliding down a dry "slip and slide" sometime. |

You get momentum if you hit your tartget, which in physics would reduce momentum and misses would increase it.... but, it is a game and thems the rules of this universe.
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Man, I came in here and expected a lesson in kinetics. Phooey.
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Spoken like some one who has never used a heavy weapon. It's easier to KEEP a large object in motion then it is to move it in the first place. The trick to momentum is to keep the weight moving at all times. Impact might slow it down, but you've still got it in motion, particularly if it penetrates the target. Though I do have to agree that you should gain momentum even if you miss.
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Think of a baseball player up at bat. If he hits the ball, then his form stays consistant and in control. If he wiffs at it, he spins around uncontrollably and loses control. A missed attack with TW would leave you "spinning around" aimlessly, and needing to readjust your footing and start the next swing from a new wind up. Following through slows you down just enough that the added speed from your previous strike speeds you up, but not to an uncontrollable level.
Someone in another thread used this analogy to explain why (s)he thought that momentum didn't build from misses.
Think of a baseball player up at bat. If he hits the ball, then his form stays consistant and in control. If he wiffs at it, he spins around uncontrollably and loses control. A missed attack with TW would leave you "spinning around" aimlessly, and needing to readjust your footing and start the next swing from a new wind up. Following through slows you down just enough that the added speed from your previous strike speeds you up, but not to an uncontrollable level. |
Maybe Titan Weapons are coated in Flubber and gain energy every time they hit something?
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Maybe Titan Weapons are coated in Flubber and gain energy every time they hit something?
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Someone say something funny.
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If you missed and did a full 360 spin you can def follow up with another faster attack. Infact, it's when you hit and your movement is stopped (assuming it not slice right through them) that you shouldn't have any more momentum and must swing again.
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A sledge hammer swung 'choked up' (with one hand near the business end) has less energy but more control. If you miss it's less of a disaster. Driving stakes or splitting logs uses both; You start with one hand choked near the end and finish the swing with both hands near the end of the handle for maximum energy.
You can see TW as working the same way. If you miss then you can visualize your character seeing that he's not going to connect and choking up to not totally throw his balance off for the next swing. If he sees it's going to be a solid hit he slides both hands to the end of the handle for maximum hittage with a chance for building and maintaining more energy.
And always remember; it's just a game...don't think too much into it or you'll spoil the fun.

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Can someone explain how momentum works?