PDA

View Full Version : 2.2 LoS issue for Monks


onero S
12-12-06, 06:39
In retail, due to not having LoS, Monks were able to hit people through walls due to bad netcode, giving them huge advantadgs. In order to fix this, KK gave all psi spells LoS like every other weapon.

This in and of itself is a fine idea, there is one issue however. Other guns, when you pull the triger, fire fairly instantly and then have a reload time. Psi spells on the other hand, cast and then fire, once fired they can be fired again pretty much instantly.

The LoS on these spells is checked at the actual point of cast, meaning that with the new slow casting spells, if you get a lock on somone and start casting, they can just run behind a wall to ruin your cast.

My proposed fix for this is two fold.

1) Remove LoS from all PPU spells exept perhaps para. Due to the extordonairly long cast these spells are just too easy to avoid, it is the largest issue when using antibuff.

2) Keep LoS for apu spells and para, but change the way these spells cast. Make them fire instantly when cast, but then add a cooldown animation. This will make them function more like guns in that, you can avoid them if you are behind a wall when somone is atacking you, but you can't run behind a wall after you are shot at in order to dodge the atack.


The reason the apu fix would not work for ppu spells is obvious, many ppu spells would not be balanced if they could be instantly cast, however I see nothing wrong with instant apu casts as long as the general rate of fire is the same.

mccaff
12-12-06, 08:10
3) Keep spells as they are but perform the LoS calculation when you click the mouse, not when the spell fires.

Heavyporker
12-12-06, 08:35
3) Keep spells as they are but perform the LoS calculation when you click the mouse, not when the spell fires.


Methinks you misunderstand the matter, mccaff.

onero S
12-12-06, 12:25
3) Keep spells as they are but perform the LoS calculation when you click the mouse, not when the spell fires.


Just to try and explain, I am not a fan of this option because it is too close to how things were in retail. You shouldn't get hit when you're half a zone away from somone. At least with option one, if you suddenly get hit with an apu spell, you know that the monk is right there, like you would be able to assume for any other class that starts shooting you.

Lifewaster
12-12-06, 12:43
The LoS on these spells is checked at the actual point of cast, meaning that with the new slow casting spells, if you get a lock on somone and start casting, they can just run behind a wall to ruin your cast.



However , with high endurance, monk run-casting now seems to have a limitless range , so it is actually possible to follow the target around the wall while the cast animation is taking place and have it successfully hit.


For example, with Anti-buff , I can run into the arena, target someone and start cast, then run back out around the corner....then as long as I run back in before the animation ends the spell will land.


Edit: must test this with Res actually :p

K, tested Res , you still have a base radius you cant step outside of or it will fizzle, but otherwise it works the same as the other spells.

onero S
12-12-06, 17:31
However , with high endurance, monk run-casting now seems to have a limitless range , so it is actually possible to follow the target around the wall while the cast animation is taking place and have it successfully hit.


For example, with Anti-buff , I can run into the arena, target someone and start cast, then run back out around the corner....then as long as I run back in before the animation ends the spell will land.


Edit: must test this with Res actually :p

K, tested Res , you still have a base radius you cant step outside of or it will fizzle, but otherwise it works the same as the other spells.


Ah, but here's the key, in a tight space, you can't simply folow the person and have your spell land because since the netcode is a tad lagy, they arn't actualy where they appear to be.

Nidhogg
12-12-06, 17:50
Thread moved. It's debatable whether this is a bug but it's worth bringing to attention.

N

mccaff
12-12-06, 19:40
Methinks you misunderstand the matter, mccaff.


Admittedly I haven't played a monk on the test server yet (Might do tonight). If the cast rate is massively reduced compared to retail then I agree LoS check as soon as you click is bad.

Personally I would like a cool-down time on spells, meaning insta-cast but not exploitable like reloading used to be.

Anything but removal of LoS again.