Difference between revisions of "Creature Combat (Game Mechanics)"

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== Ranged Attacks ==
 
== Ranged Attacks ==
  
1) Creatures will no longer simply charge you if they have a ranged attack.  Before they would charge the player, firing their ranged attack as they closed, then switch to melee.  Now, many creatures will stay at a distance, firing their ranged attacks at you until you get near them.  This means you can potentially deal with a lot more ranged attacking in PvE.
 
  
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With publish 8, soe changed the ranged attack mechanics of creatures:
  
2) Babies with ranged attacks are now very much a threat.  The AI has been upgraded.  Babies with ranged attacks will now kite players as they "recognize" that they wouldn't last long in a close range fight.  Take a baby savage quenker for example.  It will sit there in one spot spitting at me.  If I close to attack it, it will quickly hop backwards many paces, then stop and continue to spit at me again.  Some adult creatures will do this too, however, many will melee after a short period of time if you continue to chase them.  Most babies will stay at range unless they have no other choice.
 
  
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1) Creatures will no longer simply charge targets if they have a ranged attackBefore they would charge the target, firing their ranged attack as they closed, then switch to meleeNow, many creatures will stay at a distance, firing their ranged attacks at the target until it gets near them.
 
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3) NPC and some creature AI now appears to use some minor tacticsSpecifically, if that creature/npc has a ranged attack and you being physically attacking a group of them, the group will often scatter in multiple directions then begin engaging you in ranged attacks againHow often they do this seems to vary, but many mobs will now switch back and forth between melee and ranged as the fight goes on, plus with the group scattering effects, it means that there is *always* a threat of ranged attacks from anything that has them.
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All of this does not necessarily make PvE extremely more difficult, but, it does subtly change the feel of PvE.  It feels more realistic for one thing, but, also, I am finding myself taking more damage overall than I was before and, without buffs, the threat of being overwhelmed or, at the very least, having to take longer breaks between fights, happens much more than it used to.
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2) Babies with ranged attacks are now very much a threat.  The AI has been upgraded.  Babies with ranged attacks will now kite targets as they "recognize" that they wouldn't last long in a close range fight.  This presumably is doing a check between the target's CL and the baby's CL. Take a baby savage quenker for example.  It will sit there in one spot spitting at the target.  If the target closes to attack it, it will quickly hop backwards many paces, then stop and continue to spit at the target again.  Some adult creatures will do this too, however, many will melee after a short period of time if the target continues to chase them.  Most babies will stay at range unless they have no other choice.
  
 
   
 
   
  
None of this is going to make or break TKA in PvE  But, you should be prepared to have to make some minor adjustments in how you play once this patch goes liveIt is no longer simply a matter of things running towards you or away from you in a straight lineFights can flow a bit more and the threat of ranged attacks our toughness can not help against is much more real.
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3) NPC and some creature AI now appears to use some minor tacticsSpecifically, if that creature/npc has a ranged attack and the target is physically attacking a group of them, the group will often scatter in multiple directions then begin engaging the target in ranged attacks againHow often they do this seems to vary, but many mobs will now switch back and forth between melee and ranged as the fight goes on, plus with the group scattering effects, it means that there is *always* a threat of ranged attacks from anything that has them.
 
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== Melee Attacks ==
 
== Melee Attacks ==

Revision as of 17:12, 20 July 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

  • Special Attacks
  • Ranged Attacks
  • Melee Attacks
  • Healing
  • Resistance Decay
  • Flight Response


Special Attacks

Ranged Attacks

With publish 8, soe changed the ranged attack mechanics of creatures:


1) Creatures will no longer simply charge targets if they have a ranged attack. Before they would charge the target, firing their ranged attack as they closed, then switch to melee. Now, many creatures will stay at a distance, firing their ranged attacks at the target until it gets near them.


2) Babies with ranged attacks are now very much a threat. The AI has been upgraded. Babies with ranged attacks will now kite targets as they "recognize" that they wouldn't last long in a close range fight. This presumably is doing a check between the target's CL and the baby's CL. Take a baby savage quenker for example. It will sit there in one spot spitting at the target. If the target closes to attack it, it will quickly hop backwards many paces, then stop and continue to spit at the target again. Some adult creatures will do this too, however, many will melee after a short period of time if the target continues to chase them. Most babies will stay at range unless they have no other choice.


3) NPC and some creature AI now appears to use some minor tactics. Specifically, if that creature/npc has a ranged attack and the target is physically attacking a group of them, the group will often scatter in multiple directions then begin engaging the target in ranged attacks again. How often they do this seems to vary, but many mobs will now switch back and forth between melee and ranged as the fight goes on, plus with the group scattering effects, it means that there is *always* a threat of ranged attacks from anything that has them.

Melee Attacks

Healing

Resistance Decay

Flight Response

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