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Author Topic: walking in RT combat  (Read 2011 times)

walking in RT combat
« on: October 08, 2010, 05:19:06 am »

When walking, you regain ap at half your original rate. Running still puts regen at 0 and standing still gives you your full AP regen. what you think?
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Re: walking in RT combat
« Reply #1 on: October 08, 2010, 03:20:43 pm »

I absolutely agree and suggested it in some earlier topics.
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avv

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Re: walking in RT combat
« Reply #2 on: October 08, 2010, 03:25:27 pm »

At this point it's hard to say what exactly would follow from this, probably only good.
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Crazy

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Re: walking in RT combat
« Reply #4 on: October 08, 2010, 07:41:46 pm »

Edit; Ooops, posted too fast. Well, could be good, I dunno. Need some testing i guess.
« Last Edit: October 08, 2010, 07:54:48 pm by Crazy »
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Re: walking in RT combat
« Reply #5 on: October 08, 2010, 07:51:15 pm »

Oh please no, NO, NOOOOO!!!


I play on TLA too, and the biggest problem over there is you can't fucking RUN in fight! Fight are slow, and you don't need to build any fast tactic, can't think about rush, flee etc...

I think that should be the same here to honestly. Makes RT so much better + fixes melee + unarmed
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Cultist

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Re: walking in RT combat
« Reply #6 on: October 08, 2010, 11:05:08 pm »

terrible idea that would make any low range weapon useless
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Michaelh139

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Re: walking in RT combat
« Reply #7 on: October 09, 2010, 12:21:30 am »

terrible idea that would make any low range weapon useless
True because smger vs anything with more range wouldn't stand a chance, just shoot walk away, shoot, walk away.
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Re: walking in RT combat
« Reply #8 on: October 10, 2010, 02:06:36 am »

True because smger vs anything with more range wouldn't stand a chance, just shoot walk away, shoot, walk away.
very true. Even though low ranged combatants could run, they would still be at a severe disadvantage. if only there was a way around that.

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Tom Metzger

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Re: walking in RT combat
« Reply #9 on: October 10, 2010, 02:10:11 am »

You know i half to agre with cultist in this one, but yes it is not a bad idea, hmmm you and cultist are right... i would half to say is good idea thow heh, big guns take more ap to use anyhow so it would take you longer to shoot it... hmmm confused, but i agree good idea :D
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Re: walking in RT combat
« Reply #10 on: October 10, 2010, 02:22:04 am »

How about you cannot regen AP while and right after you shoot? perhaps for 1 second
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avv

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Re: walking in RT combat
« Reply #11 on: October 10, 2010, 11:15:21 am »

Yeh Cultist managed find out a flaw in this. Walking snipers would be pretty damn powerful.

How about you cannot regen AP while and right after you shoot? perhaps for 1 second

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.
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Ned Logan

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Re: walking in RT combat
« Reply #12 on: October 10, 2010, 11:49:16 am »

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.
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Re: walking in RT combat
« Reply #13 on: October 10, 2010, 08:12:17 pm »

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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