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Annihilator's shot should not pass through friendly units

Posted: Tue Mar 17, 2020 3:51 pm
by qweasd
Bullets (or arrows) are not magic, they should not pass through friendly units.
When you have a class that ignores basic rules of the game it breaks immersion
and ruins the tactical experience for the player.

Re: Annihilator's shot should not pass through friendly unit

Posted: Tue Mar 17, 2020 5:52 pm
by Frumple
Arcing shots and whatnot are a thing, though. Iirc even slings and arrows have some access to that, annihilator just makes it constant. It breaks immersion no more than a supernaturally competent archer being incapable of not shooting allies (or themselves) in the back of the head does, heh.

More importantly, rather than being tactically important it's just a massive pain in the hindquarters for a class with meaningful minion access. That's a good thing to not have to deal with, yeh.

All that said, I'm pretty sure it'd be a fairly simple add-on if you really want to inflict that misery on yourself. Pretty certainly not something we want in the baseline, as it's actively detrimental to the player's quality of life, but add-on are pretty much built for stuff like that.

Re: Annihilator's shot should not pass through friendly unit

Posted: Tue Mar 17, 2020 7:38 pm
by qweasd
Frumple wrote:Arcing shots and whatnot are a thing, though. Iirc even slings and arrows have some access to that, annihilator just makes it constant. It breaks immersion no more than a supernaturally competent archer being incapable of not shooting allies (or themselves) in the back of the head does, heh.

More importantly, rather than being tactically important it's just a massive pain in the hindquarters for a class with meaningful minion access. That's a good thing to not have to deal with, yeh.

All that said, I'm pretty sure it'd be a fairly simple add-on if you really want to inflict that misery on yourself. Pretty certainly not something we want in the baseline, as it's actively detrimental to the player's quality of life, but add-on are pretty much built for stuff like that.
It's the inconsistency of the same talent(shot) among the classes that breaks immersion.
Why can't gunslinger, archer, psyshot shot through friendly units? What about other weapon attack
such as dream smith's hammer toss?

Anything can be solved by an add-on, the game is mostly open-source, by your reasoning we should use this reply in every post on the forum. Who is this "we" you spoke about? Do you represent the development team?

Re: Annihilator's shot should not pass through friendly unit

Posted: Wed Mar 18, 2020 12:53 am
by Frumple
We being the collective player base, which I've seen complain a lot more about friendly fire than I have its lack :wink:

... actually, I think this thread is the first time I've ever seen the latter since T4 started development, now that I think about it.

There's nothing really stopping the other classes from having friendly fire disabled, though, other than no one having got around to it (or I guess someone could want it to be part of the annihilator's gimmick). Some classes actually do, some don't, some are a mixed bag on that front. Makes no less sense than the alchies being able to matrix dodge their own explosions or whatever.

Personally, I'd be perfectly on board with disabling friendly fire for most things if we really need the consistency. It would make pulls somewhat less interesting, but I think that's a small price to pay for not blowing up yourself or allies.

Re: Annihilator's shot should not pass through friendly unit

Posted: Wed Mar 18, 2020 2:01 am
by FuzzyCuddlyBunny
Personally, I'd be perfectly on board with disabling friendly fire for most things if we really need the consistency. It would make pulls somewhat less interesting, but I think that's a small price to pay for not blowing up yourself or allies.
Self fire was already disabled on any projectiles created by the player in 1.6. Enemies are still susceptible to self fire from their projectiles because the emergent gameplay from enemies hitting themselves with their own projectiles was valued more than preventing asymmetry between the player and NPCs. (Self fire for the player was disabled because with the massive difference between player and enemy health and damage it was too common for the player to one shot themselves for 3 times their max life with something like vital shot lategame.)

Friendly fire is extremely unlikely to be disabled entirely but I'd be happy to clean up and clarify tooltips for what can and can't friendly fire if you point me towards any talents that are unclear. The general rule of thumb as is is for talents to explicitly state when something doesn't have friendly fire.