Carbineer Archive
Thread: EE3 Radius
Brainplay wrote:
TAfirehawk wrote:
Even if the Radius worked or was large enough to matter.....I don't see how it would affect SaberBlock.
If it unfairly bypassed SaberBlock, then it would be nerfed in a matter of minutes....
Dont think its unfair really. Someone huntin Jedi has to have tools specific to killing Jedi. I see where you were heading with it though and the amount of damage would be incredible to an unarmored person or knight.
Message Edited by Kakherot on 12-08-2004 12:29 AM
BadAstronaut wrote:
its a lot more believe able for ranged professions to stand some chance. Its not like all the greatest bounty hunters in the world are melee. We are still playing Star Wars right?
FligityFligity wrote:
heres my take on what the radius would do... it would just multiply the efective area of our aoe... for instance if our aoe had a radius of whatever at 12 meters, then it would have whatever x 3 at 12 meters with the ee3... just my take on it
Our Cone Effect is 30 degrees and the Radius on the EE3 would only extend another 3m from that at the maximum....more than likely all it would ever do is hit any target within 3m of the original shot. The coding obviously gets complicated and nears an infinite loop (very bad, causes a crash) with a Cone Effect Special.
The problem with the EE3 is the "domino" effect that could happen. Imagine if you line up a bunch of things going in different directions but all withing 3m of each other.....the damage would "jump" from the first to the next ones within 3m and then from those to the next ones within 3m and so on forever.... This could lead to infinite damage by this just going in circles or extending many 10m's in any direction....like domino's falling.
I honestly don't know the final stats on the EE3 in the Combat Upgrade, but my recommendation is get rid of the Radius unless the server code can handle it. No sense listing a feature on a weapon that isn't going to ever work because it would crash the server.
And this is a bad thing........how? How about just adding an inherent KD modifier (without regard to timer, and not overly powerfull) to a regular attack performed on a target within the radius. Quite honestly, the only reason I even keep a EE3 is for when combating creatures with high energy and acid resist, AND heat vulnerability. I have no use for it in PvP or generic PvE. If the max on it was pumped up enough, I might be able to use it against jedi, especially if it had some kind of bonus to status "stickyness", or the KD in 3m I suggested previously.
TAfirehawk wrote:
FligityFligity wrote:
heres my take on what the radius would do... it would just multiply the efective area of our aoe... for instance if our aoe had a radius of whatever at 12 meters, then it would have whatever x 3 at 12 meters with the ee3... just my take on it
Our Cone Effect is 30 degrees and the Radius on the EE3 would only extend another 3m from that at the maximum....more than likely all it would ever do is hit any target within 3m of the original shot. The coding obviously gets complicated and nears an infinite loop (very bad, causes a crash) with a Cone Effect Special.
The problem with the EE3 is the "domino" effect that could happen. Imagine if you line up a bunch of things going in different directions but all withing 3m of each other.....the damage would "jump" from the first to the next ones within 3m and then from those to the next ones within 3m and so on forever.... This could lead to infinite damage by this just going in circles or extending many 10m's in any direction....like domino's falling.
I honestly don't know the final stats on the EE3 in the Combat Upgrade, but my recommendation is get rid of the Radius unless the server code can handle it. No sense listing a feature on a weapon that isn't going to ever work because it would crash the server.