Other > Suggestions
walking in RT combat
borse:
How about you cannot regen AP while and right after you shoot? perhaps for 1 second
avv:
Yeh Cultist managed find out a flaw in this. Walking snipers would be pretty damn powerful.
--- Quote from: borse on October 10, 2010, 02:22:04 am ---How about you cannot regen AP while and right after you shoot? perhaps for 1 second
--- End quote ---
Wouldn't help that much. What would help if we first had to regen the aps required to shoot, unlike now that we fire instantly if the aps required exist. This way walking could pre-regen like two aps for the shot. It could be even toggled so that you'd lose the aps if you turned 180 degrees to discourage retarded constant retreat.
Ned Logan:
Problem with this is, that if short range fighter attempted to rush the sniper, he could just safely run away.
So if sniper is exploiting his range advantage, the short range fighter (lets say melee) should rush. In open space this means the sniper gets about 3 shots at you, which is survivable pretty much only by EN10 stonewall build. Anyway some sniper nerfing is planned or something so lets drop in, in closed quarters, it is usually snipers who are screwed (though only like 5% of fights are like that).
The problem is, that if the sniper takes 2 shots, sees he wasn't much successful, he can safely run away.
So I suggest you need full AP to be able to run and 1/3 AP to be able to walk.
borse:
I suggested somewhere else that sprinting be implemented. It would cost 2 AP per hex but you travel exceptionally fast. Even if a sniper sprinted, a higher AP melee fighter would catch that little rat in no time.
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