Lead Zoom - Printable Version +- NEUS Projects (https://neus-projects.net/forums) +-- Forum: Sigrogana Legend 2 (OOC) (https://neus-projects.net/forums/forumdisplay.php?fid=8) +--- Forum: Bug Reports (https://neus-projects.net/forums/forumdisplay.php?fid=5) +--- Thread: Lead Zoom (/showthread.php?tid=5241) |
Lead Zoom - Trexmaster - 03-01-2018 Lead Storm's new, faster processing leaves it too little time before giving the user their turn back, notably when using a multi-round gun/firing on multiple targets. So what ends up happening is if I, for example, fired a Quickdraw at 5 enemies, I could still be shooting and have my turn back, then move away while I'm still shooting. Like Fleeing Spectres used to suffer from before at far range, I think just adding a few more seconds before giving the turn back might fix it. Re: Lead Zoom - Snake - 03-02-2018 That's an issue with Lead Storm. While it's cool to have it fast working, the problem lies when the game doesn't want to wait for the multi-hitting animation. Is there any better ways to make it this fast, but not break the game, though? Like capping the shots of a handgun/rifle to 4? Re: Lead Zoom - Trexmaster - 03-02-2018 Yes. Yes it is Kunai. Hence why I posted a bug report about Lead Storm. Even capping the shots, if it still returned your turn as quickly as it does, it'd still run into issues targeting more than a few enemies at a time. I think Lead Storm should just be given more time before it gives the user its turn back, but this isn't a balance thread, this is a bug report because it ends so quickly I can get my turn back while I'm still shooting/Lead Storm is still processing. Re: Lead Zoom - Neus - 03-05-2018 How much more time do you think it should take? Re: Lead Zoom - Trexmaster - 03-05-2018 I think another 2 or 3 seconds should suffice, but sometimes lag can drag the attack out longer. Though against a small number of targets with the fastest processing, that much time should cover it. |