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Post Posted: 01 Jun 2014, 19:33
Post Posted: 01 Jun 2014, 19:50
Skaarj dodge or activate their shields the nanosecond you fire or lock-on, not because shit is coming soon for them. An example: a Skaarj Trooper is miles away. I shoot a DP bolt, sure that it hits the Skaarj. Skaarj puts up the shield as soon as a I fire, but it puts it down because time passed, and like a dumbass he'll eat the bolt. That's of course if you don't shoot again, which will make the Skaarj keep his shield active.
Enemies do go from their "CHASE THE PLAYER" tactic to the "RETREAT" one. The opposite thing never happens during battle, no matter what you do. Now let's go on this tactic change.
Post Posted: 01 Jun 2014, 23:39
[UDHQ]Jackrabbit wrote:For the record, I'm currently developing new Skaarj subclasses that already address this exact issue. "Warn Target" is no longer used in my Skaarj pawns and they use real-time dodging and Skaarj Troopers put their shields up only when a projectile is about to hit them instead of doing what you describe here. I always hated that mechanic in Unreal honestly. You can actually already see a similar functionality with my Buddies mod in dodging projectiles.Enemies do go from their "CHASE THE PLAYER" tactic to the "RETREAT" one. The opposite thing never happens during battle, no matter what you do. Now let's go on this tactic change.Good to know. Looks like something else I probably will be changing. The whole number system will be thrown out completely... I can tell you that.
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
Post Posted: 20 Dec 2016, 04:29
Post Posted: 18 Jan 2018, 00:51
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