[BUG] Regulus snipe animation

I was playing regulus last night, and noticed a small error in the snipe animation.

If you click snipe then select your target, regulus will aim at the target and start charging up. However if you were close enough to the target that he can move around you to a different bearing before your snipe finishes charging, regulus will not adjust his aim -> the snipe will still hit, but the beam won't go straight out of the crossbow - in this case the target had actually moved to be beside regulus, so the beam came out of his crossbow at a 90 degree angle.

 

dxdiag:

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System Information
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Time of this report: 9/8/2008, 15:53:02
       Machine name: VERSPUNKEN
   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.070227-2254)
           Language: English (Regional Setting: English)
System Manufacturer: System manufacturer
       System Model: System Product Name
               BIOS: Phoenix - AwardBIOS v6.00PG
          Processor: Intel(R) Core(TM)2 CPU          6600  @ 2.40GHz (2 CPUs)
             Memory: 2046MB RAM
          Page File: 1068MB used, 2870MB available
        Windows Dir: C:\WINDOWS
    DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
     DxDiag Version: 5.03.2600.2180 32bit Unicode

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DxDiag Notes
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  DirectX Files Tab: No problems found.
      Display Tab 1: No problems found.
        Sound Tab 1: No problems found.
          Music Tab: No problems found.
          Input Tab: No problems found.
        Network Tab: No problems found.

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DirectX Debug Levels
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Direct3D:    0/4 (n/a)
DirectDraw:  0/4 (retail)
DirectInput: 0/5 (n/a)
DirectMusic: 0/5 (n/a)
DirectPlay:  0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow:  0/6 (retail)

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Display Devices
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        Card name: NVIDIA GeForce 8800 GT
     Manufacturer: NVIDIA
        Chip type: GeForce 8800 GT
         DAC type: Integrated RAMDAC
       Device Key: Enum\PCI\VEN_10DE&DEV_0611&SUBSYS_23301682&REV_A2
   Display Memory: 512.0 MB
     Current Mode: 1680 x 1050 (32 bit) (60Hz)
          Monitor: Plug and Play Monitor
  Monitor Max Res: 1600,1200
      Driver Name: nv4_disp.dll
   Driver Version: 6.14.0011.7519 (English)
      DDI Version: 9 (or higher)
Driver Attributes: Final Retail
 Driver Date/Size: 5/16/2008 14:01:00, 6108928 bytes
      WHQL Logo'd: Yes
  WHQL Date Stamp: n/a
              VDD: n/a
         Mini VDD: nv4_mini.sys

1,830 views 6 replies
Reply #1 Top

Kinda related to this:

If Regulus has "locked on" you, the sniper shot WILL hit. I was fighting against regulus, teleported home, and while I was teleporting, he started charging up...the shot basically traveled over the whole map to hit me in my base.

Reply #2 Top

Kinda related to this:

If Regulus has "locked on" you, the sniper shot WILL hit. I was fighting against regulus, teleported home, and while I was teleporting, he started charging up...the shot basically traveled over the whole map to hit me in my base.

End of quote

That reminds me of the Yamato Cannon from Starcraft.  As soon as that cannon starts charging, the bolt would follow you anywhere in the map..  ^_^

Reply #3 Top

They really need to do the 'in range' check at the end of the ability as well...

Reply #4 Top

Quoting xthetenth, reply 3
They really need to do the 'in range' check at the end of the ability as well...
End of xthetenth's quote

I think it's intended. Maybe not when teleporting away, but at least when firing at an escaping enemy.

Reply #5 Top

It'd be pretty easy to run out of snipe range given how long it takes to use, hitting after teleport might be a bit much though. It occurs with Fireball as well (and probably deep freeze/any other casted-on-target ability, but it has such a quick cast it'd be hard to notice).

Reply #6 Top

I think fog of war and in range mechanics are going to get a lot of work in subsequent builds, there's a lot of issues.