Difference between revisions of "Creature Combat (Game Mechanics)"
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* Flight Response | * Flight Response | ||
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+ | == Special Attacks == | ||
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+ | == Ranged Attacks == | ||
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+ | 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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+ | 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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+ | 3) NPC and some creature AI now appears to use some minor tactics. Specifically, 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 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. | ||
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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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+ | 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 live. It is no longer simply a matter of things running towards you or away from you in a straight line. Fights 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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+ | == Melee Attacks == | ||
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+ | == Healing == | ||
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+ | == Resistance Decay == | ||
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+ | == Flight Response == | ||
==Source References== | ==Source References== |
Revision as of 16:04, 20 July 2009
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Game Mechanics - Mechanics Category
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Game Mechanics
Special AttacksRanged Attacks1) 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.
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.
3) NPC and some creature AI now appears to use some minor tactics. Specifically, 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 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.
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.
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 live. It is no longer simply a matter of things running towards you or away from you in a straight line. Fights can flow a bit more and the threat of ranged attacks our toughness can not help against is much more real.
Melee AttacksHealingResistance DecayFlight ResponseSource References
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