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Tapeworm711
Joined: 01 Mar 2005 Posts: 568
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Posted: Wed Mar 23, 2005 8:35 am
Post subject: How to use this Forum |
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To find a particular skill use the SEARCH function. This will bring you to the exact thread you need.
Post any info or questions you have about that skill. All data that is agreed upon will be updated in the first post of that thread (Eventually ) .
All numbers are on a scale of 1-5. 1=Slow(low) 5=Fast(High)
As far as the numbers are concerned, they are based off of "Bullet of Fire"
We consider Bullet of fire to have Average (3) Velocity, Homing and Recovery speed.
For now, all (short) skills will have a N/A in Velocity and Homing.
Its easy, fun and informative. Enjoy!
Also, Phreaker should be posting the updated Spreadsheet with all of this new info on it. I recommend grabbing it, printing it out, and filling it out from there. Then make your posts. Thanks again. |
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Tapeworm711
Joined: 01 Mar 2005 Posts: 568
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Posted: Mon Apr 18, 2005 6:21 am
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Air: Useable in Air (self explanitory)
Velocity: How fast the projectile travels (1=slow, 5=fast)
Homing: How well the projectile tracks the target (1=poorly, 5=well)
Recovery: How fast you can use the skill(or another) in succession (1=slow, 5=fast) _________________ Please vist the "Additional Skill Details" Forum. Expand your knowledge and that of your fellow Scouts!!!!! |
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DevilishPrune
Joined: 20 May 2005 Posts: 1983
Gamertag: DevilishPrune
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Posted: Sun Aug 07, 2005 12:25 am
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| I think there should be a casting speed attribute to factor in the time it takes for the casting animation to complete (Ex: Armaros). Or is this already factored into Recovery Speed? |
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Kamizar Becoming one with the Taiji.
Joined: 26 Jan 2005 Posts: 5135
Gamertag: SeiShinjitsuShi
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Posted: Sun Aug 07, 2005 12:28 am
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Its taken into account. The speed at which you can knock off another skill is ultimately determined by the legnth of time it took to cast the first one.
I.E.
the recovery time of armaros is 2 and the recovery time of Psycho knife is 3-4ish. You would have a better chance of defending after using the knife. _________________
"I must be cruel only to be kind;
Thus bad begins, and worse remains behind." |
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m3atwad
Joined: 14 Jul 2005 Posts: 3443
Gamertag: m3atwad 1337
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Posted: Fri Nov 11, 2005 9:18 am
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i feel that it is necessary to change the homing measurements. all skills have the same homing, but when you really look at it, the homing is different between rollers, wheelers, and jumpers. a jumper could dodge spammed screams of evil, but a roller/wheeler, hell no. on the other side, rollers/wheelers have no problem dodging a reincarnation, but a jumper would have no chance at all.
so i say that when you note the homing of the skill you are posting on, mention the specific homing for the character types you play as. id: if you're a jumper, then only mention a jumpers equivilent homing for this skill, and let a wheeler and a roller post the homing for that skill accordingly. _________________ officially quit the forums and PD. just remember that erase skills > any other skill, and wheelers > jumpers.
expect to hear from me again when/if the sequel comes out. |
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Delandel Bow before Satandel!!
Joined: 12 May 2005 Posts: 1403
Gamertag: Delandel
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Posted: Fri Nov 11, 2005 9:46 am
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No, the system is fine. Like I said, things like joke of anubis obviously have better homing than fire of gehenna. The reason why FoG is harder to dodge as a jumper than a wheeler is because of its velocity. The reason why joke is easier to dodge as a jumper than a wheeler is also because of its velocity. The slower the projectiles are easier to dodge as a jumper, and harder for a wheeler. FoG can't follow a character around in circles like wisp can.
The system is fine. People reading it just have to realise the connection between velocity and homing and how that effects the different character types. |
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