A new blockchain game called Celestial Fire was released and the author, David Khorrami, wrote an article about what is happening when a player’s momentum gets interrupted. The video below shows how this happens in gameplay from a first-person perspective.
You may have noticed that with the adjustment to Top Tree Dawnblade’s melee projectile, it misses over half of the time, particularly if you prefer to strafe while in the air or use ranged melee at range. The explanation behind this is as follows. In Destiny 2, certain projectiles, such as Celestial Fire, inherit the player’s momentum. This implies they don’t go where your crosshairs are, but rather where your theoretical crosshairs would be when it lands.
That’s good for most missiles in the game since the projectile speed is so high. Throwing knives and certain grenades inherit the player’s momentum as well, although it’s scarcely perceptible considering the projectile’s speed. Celestial Fire, on the other hand, is sluggish.
The sluggish projectile speed was most likely chosen so that tracking would be more constant. This fully removed the inertial concerns back when it had a strong pull to targets, and the sluggish projectile speed meant it could hit many targets at once.
Even if the target was moving or going around a corner, robotech to it. Now, however, the following occurs:
If you’re strafing and aim squarely at a target you want to strike, you’re going to miss 100% of the time if you’re more than 10-20 meters away.
This, in my view, has to be addressed. It’s hard to include melee into your battle cycle unless you:
- Like a bot, attack your opponent without strafing.
- Maintain the same sideways speed as your objective.
- You’re aping straight at your adversary.
- Use it within a 10-meter radius (which is just slower and less effective than walking forward and using an unpowered melee)
- Stop firing, perform some mental math, point your weapon well to the side of your target, and pray you assessed the distance correctly.
There are several possibilities about how they may solve the problem:
- Fix the bug/feature that causes the missile to pick up the momentum of the player.
- Boost the projectile’s velocity.
- Increase the angle of the aim assist cone (not perfect, because this will make pre-aiming and “leading” the projectiles worse).
- Return the tracking, but preserve the radius reduction.
Solar Subclasses have effective ranged melee attacks. One of their gimmicks is this. Titan Hammers and Hunter Knives are swift and do a lot of damage, and in certain cases, they can even one-hit in PvP. Celestial Fire’s sole utility was its tracking and explosion radius, which have both been nerfed. It’s now really weak, and it’s only useful because it’s a cherry on top of a powerful subclass. With the adjustments to ability regen, I don’t understand why someone would want to “buildcraft” around such an inconsistency.
Because of the sluggish startup, the fact that the damage is spread amongst three slow projectiles, and the low probability that all three projectiles will strike, it is seldom even a decent, much alone the best, choice to utilize in the Crucible. They’re still useful in PvE, but only if you’re already standing on top of adversaries or, once again, standing like a bot. Igniting Touch or even Guiding Flame outclass them in every other way.
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