| Posted: September 13th, 2007 |
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If you happen to be a ranged/kiting class, there simply is no greater way to keep your melee enemies from being unable to attack you normally with their melee skills like using grenades (both class skill grenades as well as purchased ones work). In fact, other skills also benefit from this bug; from the medic skill of neurotoxin, to the smuggler's false hope skill, etc.
Now to explain what occurs when you are running away from someone (kiting), and you activate one of the aforementioned techniques to receive a very helpful exploit:
When you go through the animation to throw any of those objects, you character appears to stand still to everyone around you, but on your screen, you're still hauling tail away from the melee. Now for why this rocks: a melee character (and often heavy weapon commandos as well), will be right next to you on their screen if they were following you to melee, and the HW commando will likely sit there and nuke the location he also sees you located on his screen; however, shortly after the entire animation of throwing, your character will then warp to your actual location (which will likely be at least 20-25m from the point where the melee stopped, attemping to whack you, but ofcourse, he never could touch u with short-range melee from where he thought you were, and all his attacks on you will not be connected, as he will receive messages stating that you are too far away to be hit from such melee attacks). This also helps GREATLY if say, a jedi had used forcerun to try and catch you while you kite, you end up getting a great headstart, thus keeping you safer.
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