![]() If it hits wooden structures, they will go on fire and destroy themselves over time. ![]() ![]() 2 rounds per second for 5 seconds once used. It will target the closest tower or wall and set up a 5x5 damaging zone, the rounds will inflict friendly fire like normal ones, but increased damaged so it can kill things. I'm just very very sad about how these captains are implemented.Ĭatapult Volley - Captain will order a volley of flaming stone rounds towards the nearest wall, not around the captain. So you could do things like 'wait 30 seconds, then start rally cry every 10 seconds) giving you a 50 second phase or cries) or if you need a more burst heal.wait 30 seconds then cast rally cry every 2 seconds giving you onlyl 10 seconds of more intense healing.Įither way, at least these tactics can be put to better use. I propose that instead of trying to guess when you might need that battle cry, or guess when you might take enough damage that a rally cry will be needed, why not just have a cooldown on captain tactics (with maybe an initial delay for when the captain will start using the tactic) such that each tactic gets a limited number of charges (like say 5 for rally cry) and the captian will recast the tactic every 15 seconds, or maybe that can be another thing that you can set on a delay. They are just too unreliable to be useful, and apparently if you are lucky enough to use them 'properly' they are extremely weak. I know this might be an old topic, but after investing HEAVILY in research to captians and tactics, and then seeing them operate, I need to add to this discussion about captain tactics.
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