MegaGlest Forum

MegaGlest => MegaGlest => Topic started by: Kitten on 28 January 2016, 03:26:40

Title: Stutter Step
Post by: Kitten on 28 January 2016, 03:26:40
Is it possible to stutter step with ranged units? It seems to me that the time it takes for them to perform the startup animation is too long, but I may be mistaken. To be clear, I am talking about stutter stepping with the purpose being to move without losing dps, like in Starcraft 2 with marines, rather than to increase dps, like in Vainglory with cooldown animation cancels.
Title: Re: Stutter Step
Post by: jammyjamjamman on 28 January 2016, 12:16:45
Hi Kitten. Welcome to megaglest!

Interesting question. Just to clarify what I think kitten means, the question is: The start-attacking animation for a ranged unit is slow. Can another unit escape damage from this attack by moving out of the way of fire during the attack-procedure?

My answer to this is, it actually depends on the Unit, and the situation. let me give some examples:

Hope this may give some idea of the answer to your question :)
Title: Re: Stutter Step
Post by: Kitten on 28 January 2016, 13:48:49
It seems I phrased the question poorly. The question is "Can a ranged unit like an archer be give commands to cause it to quickly alternate moving and firing, allowing it to advance on fleeing units or kite chasing units without losing much dps?"
Title: Re: Stutter Step
Post by: Ishmaru on 28 January 2016, 15:05:27
It seems I phrased the question poorly. The question is "Can a ranged unit like an archer be give commands to cause it to quickly alternate moving and firing, allowing it to advance on fleeing units or kite chasing units without losing much dps?"

In the case of ranged units in MG and most mods of MG, no this is not possible. First off MG follows a grid system so a unit moving can only stop when it is fully occupying that space. Secondly, attacks are not instant, usually showing a few animation frames before actually firing a projectile. Lastly the max speed of which a projectile can travel (without problems) is roughly 30 which is slow enough to be avoided by the target, especially if target is moving away.

Stutter steping is only possible if a mod was built with that in mind. Fast moving units, brief attack animations and not using projectiles for ranged attacks are all necessary to create this effect.
Title: Re: Stutter Step
Post by: Kitten on 28 January 2016, 15:12:47
That answers my question. Thanks.