Star Wars: The Old Republic, MMOs meet Lightsabers & creet deepz |
Star Wars: The Old Republic, MMOs meet Lightsabers & creet deepz |
Apr 30 2011, 06:37 PM
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#1
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Badass Billionaire Extraordanaire Group: Paragon Caste Posts: 969 Joined: 13-December 02 From: NYC Member No.: 4 |
I didn't notice anything in the forums about this recently, but bioware's new Star Wars MMO is slated to be released sometime this year in 2011. Main site: http://www.swtor.com/ Cinematic trailer: http://www.swtor.com/media/trailers/hope-c...railer#comments Hungry Star Wars nerds: http://www.swtor.com/media/trailers/pax-ea...highlight-video |
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Dec 28 2011, 02:43 AM
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#2
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Grand Armor Group: AT Certified Posts: 510 Joined: 23-October 03 Member No.: 71 |
I've spent some time testing this on my Jedi Sage. For most abilities, the ones that have a .5 longer cast time after the cast bar is finished, if you cast something then queue up an instant, the instant will clip the animation of the previous abilities animation; just like in WoW. There is no delay. Cast Deliverance then compare when you cast Deliverance followed by Rejuvenate; watch your character's hand for the animation. Rejuvenate, as well as other instants, will clip the .5 leftover animation of Deliverance. If you do back to back casts of a cast time ability it will finish the first animation then speed up or truncate the second animation to sync up with the cast bar, just like WoW (I tested on my Priest).
The oddity I did test was like in the video with Smuggler. The grenade does indeed come out after the Charge Burst animation is finished, but does in fact do the damage instantly. Other instants will properly clip or fire at the same time during Charge Burst: start with Charged Burst then switch targets and queue up Flurry of Bolts or Sabotage Charge to see what I mean. The grenade issue is a problem because it has a knock back component. In a dire situation where you may need that knock back ASAP to come out, I can see that being an issue. I understand the wind up for throw and the knock back happening when the grenade lands from a mechanic standpoint, but it should properly clip the Charge Burst in the middle of it's animation like the other abilities do. It's like Charge Burst's full animation with damage from grenade going out at the same time is correct. Then when Charge Burst is finished the grenade is thrown, thus you are waiting for the knock back to occur. This needs to be tightened up to be on par if you were to use the grenade normally, non-queued. The grenade should be thrown during Charge Burst in order to feel fluid. I only tested Smuggler and Sage so I am not discounting other abilities that may also function like the oddity as others have claimed. Sage works fine from what I tested. I even moved when Deliverance cast time was done with a queued up instant and it's fluid with both abilities landing at the same time as I moved. The only issue here is the cast bar incorrectly showed it canceled the Deliverance at 2.5 seconds (talented) when in fact it landed. Should be a simple fix for that. -------------------- |
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