![]() ![]() ![]() Your skill check only determines the firing angle which can offset the landing position slightly. Winch numbers will generally always go the same distance, independent of skill. I'll do some more messing around when I have more free time later and see what catapult QL does to the mix and try some levels inbetwee just 20/80 shots and 1/50/90 skill. It seems really silly to tie the distance and not the chance of a hit/damage to your skill and catapult ql, this in my opinion is actually going a step backwards from the current buggy catapulting tho I know this is the first revision and not final just my thoughts from a few hours of messing around it felt more frustrating than it already was for me at least with the inconsistent shots between winches and the requirement for what appears over 50 skill to get anything but the lightest shots to move more than a few tiles.ġ other side note, the bug where floors can get to like 130 damage without breaking is still in the game we got a 130 damage wooden floor last night testing. Mind clearing up why they were coded?Īll shots are 90ql rockshards for these examples with 90 alll body stats(dont know if they matter) on a 65.8ql catapult and varying weigh/catapult skills/winches.ġ0 winches 1 skill goes 1 tile with 80kg shotġ0 winches 50 skill goes 3 tiles with 80kg shotġ0 winches 90 skill goes 3 tiles with 80kg shotģ0 winches 1 skill goes 2 tile with 80 kg shotģ0 winches 50 skill goes 4 tiles with 80kg shotģ0 winches 90 skill goes ~18 tiles with 80kg shot but the shot seems to vanish and wont land on the ground when shooting that far and give no message about shattering while I assume it isġ0 winches 1 skill goes 3 tile with 20kg shotġ0 winches 50 skill goes 3 tiles with 20kg shotġ0 winches 90 skill goes 3 tiles with 20kg shotģ0 winches 1 skill goes 4 tile with 20 kg shotģ0 winches 50 skill goes 22 tiles with 20kg shotģ0 winches 90 skill goes 24 tiles with 20kg shot I'm just a bit confused about the test changes. I mean the lower arched flying projectile in the pic below fly FURTHER but is utterely useless for actual raiding. ideally you want archs that fly as vertically as possible to avoid the dirtwalls. Ammo consumption is really not a big thing for catapults, people move them for max DPS and tricky shoots.Ĭhanging the winching angle based on skill and ql just makes it harder to learn the distances since raids got diffrent ql siege equipment and one person may call out "I winch 23 from here" which will no longer be the same for another person with diffrent skill.Īnd doesn't dirtwalls still block? 45 degree archs arent ideal for catapulting, merely distance. Winching for long distances is unfavorable since the DPS is lower and thus easy to repair. The extra dmg over distance is kinda pointless, since its capped at 20 and people tend to bring crates of ammo. So as usual, use this thread for bugs with mechanics and keep it on topic so the devs can read through it easily. There is provided material and projectile ammo, if you want to setup something slightly different you will have to create it yourself as I cannot guarantee a GM on hand to help, but we'll be looking at more advanced scenarios with help over the week if you're willing to provide situations to test, and we'll also be doing some housing testing on PvP servers (or PvE servers if you're like to build your own) Trebuchets have also been updated with this new system too, and will have a higher starting position and have a higher initial velocity, meaning they go further than a catapult! So to the southwest of New We Are Cooking is a small catapult range with a bunch of various fences and different ql catapults to test out the new catapulting setup.Ĭatapult ql and skill changes firing angle which affects distance
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