Ranger Archive

Thread: Some unusual Critter behavior since the patch.

VolstedGridban
Mon Nov 17, 2003 2:39 pm
#1

Since the patch, I have noticed some unusual behavior.

If a Critter rushes me, I whip out the Spraystick and spam Warning Shot until it runs off. Before, when I would do this, the critter would run a little bit away and come back, OR it would run 120m or so away and stay there.

Since the patch, if I have Mask Scent up (and presumably Conceal would work the same way), several critters have turned to run off after getting hit with Warning Shot, and then getting 10m away or so and suddenly going into Peace mode.

Anybody else notice this?



Volsted Gridban
4/4/4/0 Ranger, Master Rifleman,
Surveyor of planetary resources. Purveyor of animal resources.
Author of Volsted's Weapon Analysis Guide, Volsted's Power Fishing Guide,
and Volsted's Animal Resource Guide

Draining MMORPG combat mechanics through the Mighty Sieve of Mathematics since 1999
Nitra
Mon Nov 17, 2003 4:51 pm
#2

I have noticed that warning shot seems to be working a whole lot more. than when i use to try it...

therefore i have noticed that creatures turn and run and leave me or the person it was attacking alone...

where as before the creature would usually continue attacking the person or me untill either it was dead or i was incapped.

so im inclined to say it is working ? now .


but i do confirm that the creature runs a short distance and then peaces ..
AmAvocet
Mon Nov 17, 2003 6:20 pm
#3

It seems inconsistent. I sent a purbole scout running, but his pal did just what you said--ran a few meters away and stood there ignoring me.


More testing is required. Is it only subsequent creatures that become peaceful?





--Worduk A'Sil, Bothan Master Ranger, Novice CH
--Coronet, Corellia, Bria
StealthNuck
Mon Nov 17, 2003 8:31 pm
#4

I've noticed that too, although I've only tested it on Baz Nitches.

It's a welcome change for me, as warning shot has suddenly become 'fire and forget', but I'm not sure it's intentional.

Will test with maskscent later tonight as well.



Caius - | Master Useless Class | Master Rifleman
Eclipse
JaraKsynn
Mon Nov 17, 2003 10:26 pm
#5

Been using a /warningshot ; /peace macro. So this has always been the case after succesfully causing them to flee. But i have noticed, the higher the ferocity of the creature the more likely it is going to come right back at me. On the other hand very low ferocity creatures, seem very content to just be "warned off", then to go back to there business. Hope this makes sense.
Nerj
Tue Nov 18, 2003 5:52 am
#6

I have MOBS with a bleed shot run away, out to 120m but need to hit with 2 warning shots. The nice thing is with the bleed they don't come back, but stay there with 1 point left. Down side is I can't end combat till I find them and kill them



Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

shotoyan
Tue Nov 18, 2003 8:44 am
#7






VolstedGridban wrote:

Since the patch, if I have Mask Scent up (and presumably Conceal would work the same way), several critters have turned to run off after getting hit with Warning Shot, and then getting 10m away or so and suddenly going into Peace mode.





By this you don't mean that warning shot is now AoE do you?




Thanks,
Lo'ric
VolstedGridban
Tue Nov 18, 2003 9:03 am
#8



shotoyan wrote:
By this you don't mean that warning shot is now AoE do you?




No. I meant that it had happened on several individual instances.



Volsted Gridban
4/4/4/0 Ranger, Master Rifleman,
Surveyor of planetary resources. Purveyor of animal resources.
Author of Volsted's Weapon Analysis Guide, Volsted's Power Fishing Guide,
and Volsted's Animal Resource Guide

Draining MMORPG combat mechanics through the Mighty Sieve of Mathematics since 1999
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