Rikeryo Posted March 25, 2012 Posted March 25, 2012 (edited) basically we have to wait 0,5 secs and watch our character do a salto to execute overload - why? on my commando the knockback on concussion charge is instant and I can precisely kick melees where I want (most of the time). on my sorc knocking back melees in the direction I want is even more crucial - yet it's like gambling if they're strafing around you. could we please get this quite important skill fixed? .. and what's the logic behind a physically weak caster doing a salto anyway? Edited March 25, 2012 by Rikeryo
Daellia Posted March 25, 2012 Posted March 25, 2012 (edited) .. and what's the logic behind a physically weak caster doing a salto anyway? Force-augmented salto, thank you. Remember back to Yoda's fight with Dooku. Yoda is far from agile or physically imposing, but with the force flowing through him, he was a whirlwind of acrobatics. On a side note, the delay can be handy if you plan for it. For example, if you're going to knock someone off a cliff, you can hit force speed, then as you race towards them hit the ability, and if you timed it right, it'll land right as you get next to them, punting them exactly as you planned and giving them next to no chance to anticipate it and move. Edited March 25, 2012 by Daellia
Drator Posted March 25, 2012 Posted March 25, 2012 Force-augmented salto, thank you. Remember back to Yoda's fight with Dooku. Yoda is far from agile or physically imposing, but with the force flowing through him, he was a whirlwind of acrobatics. On a side note, the delay can be handy if you plan for it. For example, if you're going to knock someone off a cliff, you can hit force speed, then as you race towards them hit the ability, and if you timed it right, it'll land right as you get next to them, punting them exactly as you planned and giving them next to no chance to anticipate it and move. Or, if there was no delay, you could just punt them whenenever you wanted to punt them... I don't see how the delay could be "handy."
Daellia Posted March 25, 2012 Posted March 25, 2012 Eh, it's more that it's not all bad. You're right, instant would be better, but almost universally in the game mechanics take a back-seat to animations. Good luck changing that.
Drator Posted March 26, 2012 Posted March 26, 2012 (edited) Eh, it's more that it's not all bad. You're right, instant would be better, but almost universally in the game mechanics take a back-seat to animations. Good luck changing that. If mechanics have to take a back seat to animations, so be it. (even though I completely disagree with that train of thought) However, I don't want anyone, including Bioware, to think that there is any benefit whatsoever for having the delay in place. Edited March 26, 2012 by Drator
paul_preib Posted March 28, 2012 Posted March 28, 2012 Or, if there was no delay, you could just punt them whenenever you wanted to punt them... I don't see how the delay could be "handy." Have to agree. I live with it just fine, for most things (knocking back a melee in my face, using it as an aoe at a voidstar door/alderaan turret) i is no issue at all. But in huttball defense it can have a substantial impact. Basically if I am attempting to knock off the ballcarrier, or someone positioning for a pass (can't say pull since that means same class/same animation time) anything close to a tie pretty much always goes to the other class on the knockback, meaning they're still running while I'm down in the pit staring up at them with overload on cooldown.
Cempa Posted March 28, 2012 Posted March 28, 2012 I would be happy if being knocked back cancelled the ability...Mid animation I get knocked back only to have it fire once I land...away from any one...and CD starts.../sigh
Pinkspawn Posted March 28, 2012 Posted March 28, 2012 Pretty much every class has a delay on their knockback.
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