Fencer Archive
Thread: Scatter shiak animation time
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vonbraat
Sun Sep 19, 2004 6:38 pm
#1
Can we try to get the duration of this scaled down a bit? heh.
It's literally the longest special attack animation of any combat profession. The problem is, when people run away (out of range) the game makes you finish your animation, and trust me by the time you are done with this animation, your opponent is 20+ meters away. It helps to run around when attacking, but that screws up your accuracy.
This is just an inconvenience, I'm not super upset about it, or calling for a nerf to every other combat profession
It's literally the longest special attack animation of any combat profession. The problem is, when people run away (out of range) the game makes you finish your animation, and trust me by the time you are done with this animation, your opponent is 20+ meters away. It helps to run around when attacking, but that screws up your accuracy.
This is just an inconvenience, I'm not super upset about it, or calling for a nerf to every other combat profession
Jemmi
Sun Sep 19, 2004 8:22 pm
#2
i've had this problem too, as long as thereknockeddown it works nicely 
Tholcrist
Mon Sep 20, 2004 3:50 am
#3
but it looks cool, come on, this is a move done for looks, i finish with it if i can cause it just adds that little taste of finese to the fight.
Adefo-Oami
Mon Sep 20, 2004 1:32 pm
#5
I agree 100% that we should be able to cancel an animation in some way. I've done scatter 2 and by the time the animation is over, there is a rifleman about 40 meters away kiting me until i die. This needs a fix badly.
Vaelore
Mon Sep 20, 2004 6:23 pm
#6
I also agree with this assessment other than it being just for looks. I use scatter hit 2 with a mind dot weapon. Only way to insure you're hitting the mind on every attack. All other attacks mostly focus on health.
Just my 2 cents.
eveready9999
Mon Sep 20, 2004 10:20 pm
#7
All you have to do is keep your toon moving, then the animation doesn't kick in.
vonbraat
Tue Sep 21, 2004 12:19 am
#8
Well at least they could make it so that the animation doesn't hamper movement.
vonbraat
Tue Sep 21, 2004 1:48 am
#9
eveready9999 wrote:
All you have to do is keep your toon moving, then the animation doesn't kick in.
yeha but your accuracy goes down the gutter. I already covered that
Doratos
Tue Sep 21, 2004 6:02 am
#10
I dunno, TKA has some long attacks, i always end up sitting there for a few secs while Unarmed Hit 3 finishes up, but Fencer has some long specials...I also hate when youre running from something and you have to stop and hit him back, suppose i could peace out....but even so, if youre moving the animation should stop
DarkRaIN4
Wed Sep 22, 2004 1:08 am
#11
i don't have much problems with this , if u can knock them down u can easaly keep them knocked down ( posture change/kd/dizzy combination) . THis is mostly vs ranged attackers .
If they have alot of kd defences ur running after them anyway and the move won't kick in .
against brawers this problem is removed cause they will stay and fight 
SpunkyKuma
Wed Sep 22, 2004 12:27 pm
#12
I also like the scatterhit2 animation, swordsman's AOE1 is the exact same animation and too ruins the accuracy and vulnurability to being counterattacked while sitll animating and immobile, can't say much about it other than it being highly effective when the opponment is on their back.
eveready9999
Wed Sep 22, 2004 4:58 pm
#13
vonbraat wrote:
Well at least they could make it so that the animation doesn't hamper movement.
I don't really notice missing much, although I do have a shirt with +25 onehanded accuracy. I never really noticed missing much unless it was another fencer and/or stacker, in which case I carry around citrus snow cake.
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