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1.3.6 Tar Changes

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Sammy B. T.:
I'm fairly sue tar takes three seconds to come out. Also as Omni said, the use of tar is generally the veil, not the dagger. The damage isn't bad, but having to wait three seconds is.

Sammy B. T.:
So playing around with tar a bit this afternoon and it is quite weird right now. Basically you can use tar every three or so seconds but the thing is this doesn't reset. So if you hit tar for a second at the very beginning of the match, it shoots the tar out the back and only damages for that one second. However, at some point you will have to cycle out the tar so to speak, aka leave it on for the downtime before it can shoot again. I really hope this isn't working as intended because it is incredibly wonky to use. There is no cue best as I can tell so trying to cycle the tar in the off time feels almost like luck, trying to make sure you don't accidentally leave it on too long out of combat and having to reset it again. It makes tar nearly impossible to use as unless you've got a great inner clock and memory, you won't know if the tar will be coming out in one, two, or three seconds.

Puppy Fur:
Since it now damages engines more then my normal tools, and stops me from using my piloting tools in between each cloud, I find it useless. It doesn't allow you to escape a situation with it effectively, it doesn't allow you to keep a tar cloud on a moving target (can't use tools, heavy damage to engines), it's small damage increase means nothing if you can't effectively tar the enemy in the first place and keep them tarred.

Spud Nick:
Tar does not move with the wind anymore.

Spud Nick:
The tar cloud seems to take longer to activate than normal. It looks like the cloud expands after it deploys. Most of ships I have tried to tar have been able to move through the cloud while it is still expanding.

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