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Post by thumpe on Feb 11, 2011 17:39:51 GMT -5
So often I use this power to catch runners, the animation works, but I'm not moving toward the enemy, they did get stun, but I have to run to them afterward.
Can any gold member post this on the official forum?
Also, the behemoth need a better range attack, I say add Hurl or replace Demolish with it, although I don't know how effective Hurl is, I just start playing recently as silver.
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Deleted
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Post by Deleted on Feb 11, 2011 21:13:17 GMT -5
My Behemoth has the same issue with Mighty Leap at times. It can be annoying but I've found that using it on moving targets or using it with a travel power on triggers the bug. At least it does stun them momentarily giving you time to close in.
Demolish may not seem like a big deal but that move + the advantage that increases the debuff based on how long you charge it is a real boon to your damage and subsequently your own survivability. Hurl is only useful if you have nothing in the area to pick up and toss at a mob imho.
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Post by thumpe on Feb 12, 2011 4:09:47 GMT -5
picking stuff up is bugged too. Most of the time it's the big objects, it's doing the animation but things didn't get lifted, had to try the second time.
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Post by GammaBreaker on Feb 12, 2011 11:17:37 GMT -5
I posted this in another thread, so I'll paste it here instead of retyping it. Flight has always interfered with lunges. It may have something to do with the way that flight gives you movement resistance (to keep you from gliding all over the place after you've let go of the keys). For example, notice how while flying, knockbacks seem to have less influence on you, such that you'll quickly come to a stop rather than being outright launched. This appears to directly inhibit the ability for lunges to get you to your target in a similar manner. It also applies to water, because swimming is basically an extension of flight. When this happens while you're in ground-based combat, it's a big more problematic. Many suggest that hopping before a lunge or tapping forward will help increase its success. I recommend binding your lunge to something readily accessible like "R" so that you can reach it without having to move your fingers from the WASD keys. As for Lifting, it is a little buggy. What happens is, you go to lift the object and it becomes interactive with you. This seems to slightly alter the hitbox. As you've noticed by now, when hitboxes in this game collide, you push each other around. So the hitbox from the object you're lifting pushes you away, breaking your lift. What you'll have to do is not stand right on top of the object. Center yourself alongside it, just a little bit away. Try it out on some bulkier objects like pickup trucks or trailers, and you'll find the sweet spot. It'll become second nature eventually.
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Post by crashfu on Feb 12, 2011 21:03:40 GMT -5
Is this a bug, or is this just the normal rediculous level of reduction to the horizontal movement speed on jumping in combat? You can jump up almost as far as you ever can, but if you want to actually get to somewhere you'd be better off walking briskly. Unless you literally aren't even moving a foot forward when you do this, then... it's pretty much the way it always was. Personally I miss the way Superjumping in general was back in beta, when which direction the ground you jumped off of was slanted effected the trajectory of your jump, IE if you make sure to land on the side of a slope, and jump away from it, you'd jump much farther and faster horizontally in that direction but lose vertical distance. But if you weren't paying attention and landed on a slope facing in a different direction, you'd wind up losing a lot of horizontal distance or go off at an odd angle. I assume they simplified it so much since then just to make it easier for the less skilled players, but it felt so unique to use the old way, and it was really satisfying once you had mastered it.
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