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zhandao

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Posts posted by zhandao

  1.  

    What about if the monster is just running away, from a fear spell or morale failure. Will the Engage mechanic be enough to allow melee to hit the target? 

    As far as i know that only works when the opponent isn't moving, so will melee be able to damage a fleeing opponent at all?

     

    If you can catch up to the character, it should.  As soon as the pursuer stops moving, they will engage the enemy (meaning the enemy stops).  The enemy can move away, but that immediately provokes a Disengagement Attack.

     

    Does that only apply to a player character pursuing an enemy NPC? Or will it apply vice versa - that if an enemy pursues one of my player characters and succeeds in Engagement, will my character immediately stop movement, or will my character continue to move and suffer a Disengagement Attack?

     

    I would prefer that if an enemy Engages me while I'm fleeing, then beginning Engagement stops my movement. If I still want to continue movement and voluntarily suffer a Disengagement Attack, I can choose to do so afterwards. Basically, this would give me a "decision point" the same way it gives AI a clear decision point.

     

    Otherwise, it seems that noticing Engagement and then avoiding the subsequent Disengagement Attack would be an extremely short time window, resulting in a too much reflex based gameplay. On another forum, someone suggested that there could be an Auto-Pause on Engagement. That is an objectively good solution, but subjectively I predict myself to find it clunky. Or perhaps Movement Stop on Engagement could be a toggleable gameplay option.

  2. They can probably add a whole lot of zoom to the camera in a patch though. That might help a little bit.

    I think it would help a lot, not just a little bit. Just move it back a la Diablo, TQ, Sacred, etc. I understand Obsidian's objective was to titillate the sheeple by making the camera closer to show off their characters, but there's no need for TWO close camera settings.

     

    Or of course just let the player control the zoom.

  3. Now that TSLRCM 1.5 is out I'm gonna do another replay. I believe I've played Kotor2 twice and Kotor1 twice so I'm a bit tired of lightsabers. I'm thinking of going gunslinger, so are either of the two gun types massively underwhelming?

     

    Or on the flip side, anyone know if the "hardcore" mods are compatible with TSLRCM (then I would play another /sigh lightsaber Jedi)? Super Enhanced sounds interesting, with "realistic" lightsaber and blaster damage. Or Achilles seems to be a balanced romp as well.

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