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The Ult would still be the same as now tho. You'd still get the inversed colors and red aura around enemies like you do now. Just to buff the ult, you have the raven. It would also work inside buildings. It's just a set marker for one enemy at a time you looked at for 3 seconds to lock-on. The raven would only be visible to you tho, no hitchhikers allowed 😜 the reason I'm suggesting this as an addition is that ppl find his ult, the way it is, lacking. However I'm quite satisfied with his ult right now. But that's just me maybe.
You're absolutely right regarding your FOV comment, but that's what I think makes this addition a trade off. You either use the ult like you do now... or you see a guy in distance (like you can do now) but instead of running towards him and having a chance of losing him, you now can track him even through buildings and caves... as long as you can see the raven yourself.
I hardly ever use his tactical... it's useless and anti-hunterlike. A hunter's about stealth yet this tactical is an auditive and visual beacon for enemies to say 'hey guys there's a Bloodhound there!' If they cut out the sound or the physical representation for enemies, it'd be much better.
A-ha, cool. That makes more sense.
How would the raven work inside buildings and caves with the limited amount of CPU cycles given to AI in this game? I guess this effect needs no server side calculations for AI, but still, it would need some pretty advanced AI to not get stuck. Probably not worth developing an advanced AI path finding system purely for this. Hard to reuse it too if it's only client side.
- LEERO00YJENKINS6 years agoSeasoned Scout
Right now, raven show you that enemy was on that spot, but no direction.. It would be cool if ravens actually show you where enemy is when you hit the ult.. Or at least, if you are in the building, for example, Scull town, while you running, before you come on the next corner or something raven could fly by corner to ,,attack,, or something that can help ya track your enemies.. But, for me, it's not a big deal.. I like his ult, but I don't think people ,,fear,, it enough.. When Gib or Bang use ult you run, hide, take cover, when Bloodhound ult, you know you can't hide, you just need to wait for him to engage into 3 of you and kill him, that's why I got that idea with more dmg on melee, so enemy can expect some maniac rush into him and stab him into death and not fire a single bullet.. He is not perfect and I don't want for him to be overpowered but he is the only hero without any defensive ability, then give him power to people fear of him a bit more..
- 6 years ago
@ZeptikkHue wrote:A-ha, cool. That makes more sense.
How would the raven work inside buildings and caves with the limited amount of CPU cycles given to AI in this game? I guess this effect needs no server side calculations for AI, but still, it would need some pretty advanced AI to not get stuck. Probably not worth developing an advanced AI path finding system purely for this. Hard to reuse it too if it's only client side.
Yea I figured as much so in my head I had already shifted it towards another idea. If you see him, let's say at the doorway of a building. Your raven is directly above him in the sky. When he is somewhere inside a building or cave with no overhead view. Your raven just circles where he was last seen or uses the last known position he was seen at. When he's back in view of you or your raven, he flies towards that point. Less cpu heavy. ^^
@LEERO00YJENKINS my point exactly. They need to fear me!!! :P
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