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Post by Cory Trese on Feb 16, 2013 18:57:33 GMT -5
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Post by slayernz on Feb 17, 2013 18:40:07 GMT -5
Been enjoying that. I've been upskilling some new Neptunes to the squad - trained especially for the hold at all cost type missions I did notice though that the poor Hydra unit didn't get any of his kills registered during the combat. Afterwards, it does show up in his stats under the squad button, but during combat, his kills stubbornly stayed at 0.
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Post by Cory Trese on Feb 17, 2013 18:44:36 GMT -5
Been enjoying that. I've been upskilling some new Neptunes to the squad - trained especially for the hold at all cost type missions I did notice though that the poor Hydra unit didn't get any of his kills registered during the combat. Afterwards, it does show up in his stats under the squad button, but during combat, his kills stubbornly stayed at 0. I'm working on a fix for this. Fairly complex because it involves tracking the player owner of the fire which means dividing player fire from monster fire (coming soon) which complicates the entire change a great deal. For now, Hydra just get a few less kills than they deserve. A trade off for controlling energies normally reserved for the surface of a Star
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Post by slayernz on Feb 17, 2013 18:52:52 GMT -5
This was direct-hit fire rather than area of effect fire. I found the Hydra's suppressing fire was about as effective on Xeno's as a Lawful Good's ability to swear profanities. I was only including him on the squad to keep the others company.
BTW, I find it funny that the Hydra''s optimal range is 4. Any less than 4, and he ends up standing in fire (targeting enemies that are only 2 or 3 squares away from you = hot feet).
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Post by Cory Trese on Feb 17, 2013 19:43:46 GMT -5
I will investigate
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