Grenades Auto-attack
I actually came up with a really elegant solution to solve this without completely changing the mechanics for people who prefer the manual casting. All the devs have to do is add an extra option in the options menu for ground targeting which does this:
Smart Cast: Instantly cast your ground targeted skill at the target’s location. Hold down button to manually position ground targeting.
This will completely solve the engi’s grenade problem and also give all other classes an extra useful option. It shouldn’t be difficult to implement, since it’s a combination of the two other ground targeting options that we already have.
Tiny problem with that: Grenades are a time-on-target attack. In other words, without leading a moving target, the grenade will simply land at the spot where the target was when the given auto-attack pulse triggered.
So without fundamentally altering one of the mechanics that I assume is a balancing concern for grenades, I dont see this working.
My solution to this woud be, an option to display a reticle in the middle of your screen. When you hold down right-mouse, instead of the grenade targeting where the mouse last was, it would target where the reticle is on your screen. This way, moving your mouse around would control the targeting of the ability. Also you wouldn’t have to remember where your mouse last was or send out a test round to see where it is currently.
I currently use mortars like this. I have it set so holding the button displays the ground target and releasing launches. I just have to remember where my mouse curser was or hold the button down and position based on that.
With this reticle, they could add the option to continue firing as long as you hold down the button. I wouldn’t recommend autoattack here since in this scenario, holding down right-button would start auto attacking.
Now, center-screen targeting and auto-repeat as the command is held? -That- would work nicely.
People talking about solutions when there is no solution needed since there isn’t any problem. Ground target belongs to the grenade. Just bind it to mouse 3 or whatever for easy clicking. It gives the kit some almost unique flavour.
How come everyone just ignored the fact that Grenades already auto-attack when underwater?
How difficult would it be to make them act the exact same way on land?
Not just grenades, but EVERY skill that would be ground targetable, that is usable underwater, becomes an auto-target ‘homing’ skill.
Why?
Because you cannot ground-target underwater!
Since grenade-1 is made into auto-target underwater due to that fact, they probably figured giving it auto attack was not too far a stretch.
Why not just have the option to turn it on or off?
Turning it off and manually controlling it would offer the most DPS while turning it on will create a more relaxed playstyle. I don’t see the problem with giving us more choices in how we’d like to play
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It’d be easier if any GTAE-AA simply kept firing at the last targeted position. Easiest and least annoying solution IMO.
Why not just have the option to turn it on or off?
Turning it off and manually controlling it would offer the most DPS while turning it on will create a more relaxed playstyle. I don’t see the problem with giving us more choices in how we’d like to play
You CAN already turn auto-attack on or off, but for grenades turning it on changes nothing.
Not just grenades, but EVERY skill that would be ground targetable, that is usable underwater, becomes an auto-target ‘homing’ skill.
Why?
Because you cannot ground-target underwater!
Since grenade-1 is made into auto-target underwater due to that fact, they probably figured giving it auto attack was not too far a stretch.
The fact that it works like that underwater means the mechanics are already there and just needs to be turned on for land.
I would love to see the grenade and mortar kit 1 skill converted to a fireball type skill in terms of functionality. To me, that’s how Anet could implement an auto-attack for these two kits.
Because its too strong to be an auto and on top of that you won’t be able to cast ahead of the target to compensate for movement.
So I don’t want it to be an auto.
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