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Thread: 7.17b Harpoon aiming

  1. #1

  2. #2
    0 Not allowed!
    You know that harpoons are NOT supposed to be entirely accurate with their shooting.

    The recent buffs, I assume are in order to combat harpoon usage agasint wyverns, and completely missing them.

    Even apprentice towers still "miss", if you wanted every tower to aim perfectly and have the projectile still hit the target no matter of travel distance of the mob since shooting and impact then you'd just be forgetting about the laws of physics.

    I just tried out the new AI (especially LoS.. thankyou Trendy!!), and I think I'm maybe liking it too much, they are hitting scurrying spiders which they never would have before.

  3. #3
    0 Not allowed!
    Quote Originally Posted by Flexe View Post
    You know that harpoons are NOT supposed to be entirely accurate with their shooting.

    The recent buffs, I assume are in order to combat harpoon usage agasint wyverns, and completely missing them.

    Even apprentice towers still "miss", if you wanted every tower to aim perfectly and have the projectile still hit the target no matter of travel distance of the mob since shooting and impact then you'd just be forgetting about the laws of physics.

    I just tried out the new AI (especially LoS.. thankyou Trendy!!), and I think I'm maybe liking it too much, they are hitting scurrying spiders which they never would have before.
    If that's the case, then why do they already have 7.17c submitted to valve to fix harpoons?

  4. #4
    0 Not allowed!
    They are simply fixing the fact that harpoons don't like to target below what they used to, for example the height of a squires barricade.

    His screenshots and topic title are basically suggesting they still are not aiming properly to hit a mob in a straight line, at least that is what I understood from his 2nd screenshot, since none of those projectiles are anywhere close to the kobold hes trying to hit.

    Maybe some better screenshots were needed, since the first is just full of spider webs and the 2nd shows nothing but missed projectiles, if this is what they were mean't to show, so please get off your high horse, as in 48 views when I first read this topic, nobody else understood it.

    Edit: Would also like to mention that later on there was a much clearer topic on this situation, if this indeed was the situation the OP was trying to describe, which is also much popular than this current one.. as I say.. the OP intentions were not clear andhe simply made it look like he wanted projectiles to hit from start to impact point.

  5. #5
    0 Not allowed!
    This is a little annoying. I logged on and read the patch notes and was pretty excited thinking that harpoon AI improved a bit.

    I jumped into NM UMF2 and first wave, I noticed that all the kobolds and goblins rans straight through my harpoon bolts without taking any damage. They reached the spiked barricades and died to the barricades.

    I used to be able to finish the map with 2min to spare on wave 14 and 1:30 to spare on wave 13. I have failed twice on wave 13 twice now due to running out of time.

    If you're going to announce an improvement or fix for something, would it be so hard to actually test it? You only have to open up deeper wells, build a harpoon and watch the goblins run straight through the harpoon bolts when both are on even fields...

  6. #6
    0 Not allowed!
    Nobody wants harpoons to have perfect accuracy but it is absolutely not too much to ask that they lead their targets and that their hitboxes actually function. When you see the bolt fly entirely through a mob and still not deal damage you know something is wrong.

    No other ranged tower has to deal with this; every other ranged tower will lead it's target so it isn't completely useless against anything with any angular velocity (sans Bowling Ball, but that doesn't really count) and every other ranged tower actually damages upon impact.

  7. #7
    0 Not allowed!
    Harpoons before would lead targets but when the target is going to make a height change then usually it would fire low or high and totally miss. As for firing from the side, they often didn't catch the target because they turned slow and would be adjusting and thus miss. Now they are supposed to account for height changes in flight path and turn faster, so they should be better, but it is looking like they are accounting for the wrong size of most targets now.

    So before when they would fire at an ogre's body and shoot over everything else because of it, now it would possibly shoot at an ogre's neck, at orc's heads, and over everything else.

    So the fix ended up causing an error with targetting and they are fixing that. If their goals for the harpoons come about, then they will get slightly better in many situations and yes, they should be able to actually shoot at wyverns much better.

  8. #8
    0 Not allowed!
    ever tried to have some MM towers attack something that is moving down when they are at equal or greater height? its friggin impossible.

    honestly, aside from their abysmally small collision window, the only problems i had with harpoons today is they are pretty bad about sticking to a target, in that, even if they are attacking something like say, an ogre, if something else moves even the slightest bit closer than whatever they are attacking, they will begin tracking for that target until it is dead. which gets insanely frustrating when you are talking about wyverns coming in as such.

    wts SnD for something that works against airborne enemies~

  9. #9
    0 Not allowed!
    TE last few patches actually broke the harpoon towers more than they fixed them.

    TE please bug fix the 7.17c patch as far as the harpoon towers go?!

  10. #10
    0 Not allowed!
    Hopefully a 7.17d will PERMANENTLY FIX the issues harpoon towers are having.

    Very silly that whole of TE is incapable of fixing the HT's targeting issues in less than 4 patches.

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