Difference between revisions of "Creature Combat (Game Mechanics)"
(→Game Mechanics) |
(→Ranged Attacks) |
||
Line 73: | Line 73: | ||
== Ranged 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 == | == Melee Attacks == |
Revision as of 16:12, 20 July 2009
This article or section needs proper wiki formatting. |
Game Mechanics - Mechanics Category
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
|
Game Mechanics
Special AttacksRanged AttacksWith 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 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 AttacksHealingResistance DecayFlight ResponseSource References
|