shows where enemy's are by placing red dots on map.
can buy as usable item for 100ce maybe?
last 30days
could be useful for
- bosses
- finding/intercepting enemy's quickly
- avoid being attacked off screen
only for PvE (of course).
shows where enemy's are by placing red dots on map.
can buy as usable item for 100ce maybe?
last 30days
could be useful for
- bosses
- finding/intercepting enemy's quickly
- avoid being attacked off screen
only for PvE (of course).
I think this would be a useful feature. One part of this game that really irritates me is getting attacked from off screen.
I definitely support this suggestion.
I cannot explain the amount of times I've been slashed by a Trojan coming from the bottom screen.
@Kentard - I agree with making it temporary. Great idea!
Overall, great suggestion Guarder!
Not sure about anyone else, but I really hate it when Slag Guards fly from one side of the screen to the other and I can't tell where they're at. Heck, I can't even tell where Vanaduke is at sometimes, and a massive mace comes from nowhere.
~Sev
If possible it should have 3 modes: Off, Big Enemies (bosses/trojans) and All Enemies.
+1 I suppose
This is more of a crutch for players to deal with trojans and slags...
But I'd like to have an option to scan for enemies that might have been missed.
But again, a crutch. And useless for players who've a sense of awareness.
good idea, except we should not have to pay anything for this feature.
Since some people may not feel the need for this (like me, at least outside of FSC), it's either an on/off option or something you have to purchase (dont wan it? dont pay for it!)
That way everyone is happy and haters wont complain (much) about it.
Better idea: Make it as an armor bonus for a new line of armor.
for PvE sure. but for PvP.....(wait for it).......NO! strikers can already shoot down a recon while cloaked easily with an AP or Sent (auto target). with that it will be even easier to hit recons
You can't imagine the havoc it'd make in PvP.
I'm glad you guys agree (to a point) i changed the original post!
"But again, a crutch. And useless for players who've a sense of awareness."
I don't think I've ever disagreed with you before Demonic, but I'm going to have to here. It doesn't really matter how much awareness you have when a Slag Guard comes charging from below you. Even if you know he's there, the camera tilt is at like a 45-deg angle, and you have to time his attack and focus on him.
I'm not proud enough to say it'd be useless to anyone who have a sense of awareness.
~Sev
I have a good sense of awareness, but I get smashed by slags from all directions, even when I see them long beforehand because of my latency. This would make the offscreen ones just a slight bit more endurable.
You usually don't have more than 2 trojans up at once. And as a bomber, I usually have aggro due to haze bombs constant status application mechanic. So I run around as if I constantly have aggro, while dropping rss or another haze.
They really only charge you if you run straight at them, or stop moving, so constantly strafing back and forth avoids off screen charges. If they're going to slam due to being in range, you can usually see a part of them. Unless they are right under your hp bar. But if they are, you weren't moving anyways.
But this is all my playstyle, with my practice/instinct/knowledge.
I'm not trying to boast, but I rarely get hit. And the occasions that I do, are so spread out its not a real harm.
Um, trojans aren't a problem. I'm talking about the Slag Guards at Vanaduke.
Trojans have slow attacks and can hardly attack you off-screen. Slag Guards charge from one side of the Duke's room to the other, and if they come from below, it's impossible to see them coming.
~Sev
They aggro the closest person upon spawn and charges. They turn attention to the first person who deals damage.
It's really how you position as vana walks to the middle. Shiv can usually catch one + vana. Or assuming inexperienced shiv, you have to poke it until it gets off the shiv. A full team can usually handle slags. Heck, 3 is enough.
If you aren't shiving, you all try to run close to each other, and run circles around vana. And if you don't have vana aggro, don't touch him. Go poke a slag and dance with him up n down the wall, or side to side. If you do have vana aggro, a circle usually ensures that slags will dash where you were.
I'm always the "go-to" Slag Guard killer/water...er, so I usually deal with both simultaneously. Usually I'm saved by the Shivermist interception that happens when the second Slag tries to charge from the other side toward me.
When there are 4 people though, the other genius (Besides Blitz/Shivermist user) decides to hit the Slag Guard's shield or something and breaks him out. He usually ends up dying, and then a Slag Guard charges out of wherever he was while I'm killing the other one.
Just a common occurrence. I also never have Vana's aggro since I use neither Blitz or Shiv on the boss stage; cause, like I said, I'm the support guy. This helps some but when 2 Guards are aggro'd it's a bit difficult to handle.
I suppose I should lead them into the Shivermist (by Vana) more often, not sure why that never crossed my mind. It usually happens on accident.
~Sev
I tend to take my slag up and down the side, if I'm not shivving. And I keep an eye on the hp bars on the side. If someone's dead, its time to be alert.
Take it easy if you have 2, no need to combo both. Take your time, charge your weapon. Da charge passes through their shield, like mecha knight shields, so a straight up charge at their face still does a ton of damage. Brandishes can hit more normal attacks and shield, so they're safer in that way.
As a shiv, I don't mind if you lead them into the cloud. But if a slag charges into a frozen one, no matter the direction, they get unfrozen. Or they just lead it straight to the middle. At me.
"But if a slag charges into a frozen one, no matter the direction, they get unfrozen. Or they just lead it straight to the middle. At me."
Duly noted.
It also seems that a Slag Guard will not be frozen until his back (vulnerable point) is facing toward the inside of the blast radius..
Seems strange since my Brandish charge works just fine through the shield. lol
~Sev
I'm not generally a swordie so I can't say for sure, but I feel like there might be some weird collision detection with Brandish charges that allows explosions in the chain to "spawn" inside or behind things that would normally block them. In other words, perhaps your Voltedge spawns an explosion behind Slags' shields.
Details aside, though, I think an enemy radar would almost undeniably help for Slags and other fast-moving enemies. I'm not saying it's entirely necessary, just that some players might find it useful. Not everyone needs this, and those who don't needn't purchase it, so I'm not seeing anything wrong with it.
+1 from me.
It does spawn behind them, but it doesn't make sense as to why. If you use the charge attack just out of sword-hit range to a box, the blasts actually never spawn. Since I can't even break boxes with my Voltedge, I don't see why it spawns behind slag guards, when it doesn't to boxes. But yeah like you said, it has a very strange collision detection system.
For instance, if you're far enough away from the boxes, the charge will plow right through them. If you're just out of sword-reach, the blasts never spawn. It's screwbally.
But I don't mind, when it comes to Slags.
~Sev
I think this is a relay good idea. But someone from Three Rings has to see this.
Perhaps you can 'relay' that info to someone from OOO.
~Sev
hahahahaha! awesome idea!
+1
oh yea, radar to see the missiles from those gun puppys?
Personally, I'd love to have a radar for running through the clockworks - I figured ever since I started playing the game that it was to show where enemies and such are, and boy, was I disappointed.
It's not like it'd be hard to implement either, considering that every player is denoted on the minimap, though I suppose the biggest issues would be keeping the player icons covering the enemies and vice versa, and making the enemy icons distinguishable from player icons.
If I remember correctly we actually had this in one of the earliest builds of the game (long before anyone publicly played it). We felt it didn't really add anything to the experience, but maybe it's something we can add down the line and have it be toggle-able.
Were there monsters with the ability to dash up from your blind spot and turn you into roadkill in the early builds? If not, a radar with reasonable range (Think spirits from FSC) would save players from such unblockable attacks and a lot of grief.
+1 to Nick just for posting on the Suggestions forums (again)~
Granted it'd only actually be useful in certain circumstances, but in those circumstances, I think it'd be very useful. lol
~Sev
...implement this at a later time, I suggest making them appear below player dots. In FSC the sprites make it hard to see your teammates.
~Tsu
Yes.
Please.
Do.
It.
Thanks guys for you're support!
~Guard
I hate it when enemies surprise me. It catches me off guard and I have to charge my Calibur over and over again. Better be prepared.
=)
"Just makes me think of COD.....:/"
Why not halo? Or alien swarm? Or Goldeneye 64?
This might sever as proof that OOO can do things, but it does take them a little over a year. .-.
@Father-Frost
Just a little? :3 Remember the tortodrones? XD
No I don't I joined after the homecoming event.
So long as you actually have to be on the same screen as enemies, the radar works - hey, it may seem redundant but it'll save your life for Slag Guards and whatnot.
Make sure the radar isn't too overpowered too.
Oh, and make it temporary. Like 30 days, or 7 if you're feeling evil.